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HOYLE’S 

it 


STANDARD GAMES 


INCLUDING 


AUCTION BRIDGE, FIVE HUNDRED, FAN 
TAN, SOLO, HEARTS, RUM, ETC. 


lules for Playing All Modern Card Games 


EUCHRE, WHIST, CASSINO, PEDRO SANCHO, HIGH FIVE, 
CINCH, OLD SLEDGE, SEVEN-UP, PINOCHLE, 
SKAT, CRIBBAGE, ECARTE, PIQUET, 

LOO, VINGT-UN (21), QUINZE, 

CALIFORNIA JACK, 

ROUNCE, ETC. 




ALSO 


MAH-JONG, CHESS, CHECKERS 
AND DOMINOES / 


CHICAGO: 


LAIRD & LEE, Inc. 


PUBLISHERS 









Copyright, 1908, by Wm. H. Lee. 
Copyright, 1914, by Laird & Lee, Inc. 
Copyright, 1920, by Laird & Lee, Inc. 
Copyright, 1924, by Laird & Lee, Inc. 


Made in U. S. A. 


£ 


FEB -7 1924 

C1A7G5914 









PREFACE 


This new edition of Hoyle’s Standard Games has been thor¬ 
oughly revised and brought down to date. It contains the recog¬ 
nized rules and the latest variations of all modern card games 
and also a complete exposition of Mah-Jong (also known as 
Pung Chow), as well as the laws of Chess, Checkers and Domi- 


loes. . 

Our thanks are due for many articles to the courtesy of the 
United States Playing Card Company. The laws of Whist are 
those laid down in the official code of the American Whist 
League. Under the head of Skat the official code of the Ameri- 
jan Skat League is given. Under Auction Bridge appears the 
official code of rules promulgated by the Whist Club of fiew 
York and published by permission of that organization. Auction 
is today one of the most popular of all card games, much of the 
credit for which is due to Mr. Milton C. Work, chairman of 
the club’s W T hist committee and author of many authoritative 
books on the game. 


INDEX TO CONTENTS 


All-Fours . 

Auction Bridge . 

Laws of Auction. 

Etiquette of Auction. 

Auction Pitch. 

Smudge . 

Auld Lang Syne. 

Baccarat . 

B£zique . 

Without a Trump. 

Three-hand B$zique. 

Four-hand B 6 zique. 

Rubicon B$zique. 

Bierspiel . 

Blind Hookey. 

Bridge. See Auction Bridge. 

California Jack. 

Canfield . 

Cassino . 

Royal Cassino. 

Royal Draw Cassino. 

Spade Cassino. 

Checkers . 

Chemin de Fer. 

Chess . 

Cinch . 

With a Widow. 

Progressive Cinch. 

Sixty-three . 

Commerce. 

Cribbage . 

Five-card Cribbage. 

Six-card Cribbage. 

Three-hand Cribbage. 

Four-hand Cribbage. 

Dominoes . 

Block Game. 

Draw Game. 

Muggins . 

Bergen Game. 

Domino Rounce. 

Domino Euchre. 

Domino Poker. 

Bingo . 

Matador . 

Tiddle-a-Wink . 


Dom Pedro. 40 

Draw Poker. 41 

Straight Poker. 50 

Stud Poker. 50 

Whiskey Poker. 51 

Deuces Wild. 52 

Mistigris . 53 

The Deleted Pack. 53 

Freak Hands. 53 

Peek Poker. 54 

The Wild Widow. 54 

ficart^ . 99 

Pool l«k:art 6 . 112 

Euchre . 9 

With the Joker. 26 

Two-hand . 26 

Three-hand . 27 

Set-back Euchre. 28 

Fan Tan. 134 

Farmer . 74 

Faro . 210 

Five Hundred. 141 

Two-hand Five Hundred.... 144 
Games of 1,000 and 1,500.. 146 
Progressive Five Hundred.. 146 

“Nullo Bid”. 147 

Forty-five . 34 

Frog, or Solo Sixty. 184 

Six-Bid Solo. 185 

Progressive Solo. 186 

Good Measure. 206 

Hearts . 136 

Domino Hearts. 137 

Auction Hearts. 138 

Heartsette . 138 

Joker Hearts. 139 

Black Jack. 139 

Black Lady. 139 

Spot Hearts. 139 

Fascinating Hearts. 139 

High Five. 177 

Idiot’s Delight. 209 

Klondike . 208 

Loo . 78 

Lottery . 79 

Macao . 74 

7 


37 

148 

153 

168 

35 

36 

204 

76 

196 

199 

199 

199 

199 

188 

82 

37 

209 

68 

71 

71 

71 

225 

77 

221 

177 

179 

179 

179 

81 

113 

113 

126 

129 

129 

227 

227 

227 

228 

228 

229 

230 

230 

231 

232 

233 




























































































8 


Hoyle’s Standard Games 


Mah-Jong . 

Matrimony . 

Multiple Solitaire. 

Napoleon at St. Helena. 

Old Sledge. 

Pedro Sancho. 

Dom Pedro. 

Pinochle, American. 

Two-hand Pinochle. 

Three- and Four-hand. 

Auction Pinochle. 

Piquet . 

Pitch .. 

Poker. See Drorv Poker. 

Pung Chow.. 

Quinze . 

Rainbow .. ... 

Rams . 

Rouge et Noir. 

Rounce .. .. 

Rum . 

Seven and One-half. 

Seven-up . 

California Jack. 

Shasta Sam. 

Shasta Sam. 

Sixty-six . 

Three-hand .. 

Four-hand .. 

Auction . 

Sixty-three . 

Skat . 

American Skat. 

Smudge .i. 


Solitaire Card Games. 203 

Napoleon at Saint Helena... 203 

Auld Lang Syne. 204 

Streets and Alleys. 205 

Good Measure. 206 

The Rainbow.206 

Multiple Solitaire. 206 

Klondike .208 

Whitehead . 208 

Canfield . 209 

Idiot's Delight. 209 

Solo . 180 

Three-hand Solo. 182 

Five-hand Solo. 183 

Six-hand Solo. 183 

Solo Sixty. 184 

Six-Bid Solo. 185 

Progressive Solo . 186 

Speculation . 78 

Spoil Five. 33 

Forty-five . 34 

Streets and Alleys'. 205 

Technical Terms . 235 

Twenty-one . 72 

Vingt-un . 72 

Macao . 74 

Farmer . 74 

Seven and One-half . 75 

Baccarat . 76 

Chemin de Fer. 77 

Whist . 55 

The Laws of Whist. 57 

Duplicate Whist. 61 

Whitehead . 208 


212 

83 

206 

203 

37 

39 

40 

190 

190 

192 

193 

84 

35 

212 

202 

206 

188 

210 

188 

201 

75 

37 

37 

38 

38 

30 

31 

31 

32 

179 

170 

175 

36 




































































Hoyle’s Standard Games 


EUCHRE 

The game of Euchre is played with thirty-two cards; all below 
the denomination of seven-spot being rejected. Four persons 
constitute the complement for the game, and partners are deter¬ 
mined by dealing and turning up one card to each; those receiv¬ 
ing the two lowest cards, and vice versa, being associated to¬ 
gether. 

The value of the cards of Euchre is the same as in Whist and 
other games, except that the knave or jack of the suit corresponding 
with the trump is called the right bower and is the highest card 
of the hand; and the other knave of the same color is called the 
left bower, and is the card of the second importance. For 
example: if hearts should be turned trump, the knave of hearts 
is the highest card, the knave of diamonds second in value, 
and the ace, king, queen, etc., of hearts then come in their regu¬ 
lar order, as at Whist. When the knaves are of the opposite 
color from the trump card, they rank no higher than at W'hist. 

The players usually cut for deal, and he who cuts the lowest 
card is entitled to the deal, and that is accomplished by giving 
the eldest hand, or the first person to the left of the dealer, two 
cards, and so on all round, and then dealing an additional three 
cards to each player, in the same order. Regularity should be 
observed in dealing, and no party should be allowed to receive 
from the dealer, in any round, more than the number of cards 
given to the eldest hand. For instance, if the dealer begins by 
giving the left-hand player two cards, he cannot be allowed to 
vary, so as to give another three, and then two again, but must 
continue as he began. The proper manner of dealing is as we 
pointed out at the outset, and should be rigidly observed. 

The advantage which accrues to the dealer is manifest. From 
the manner in which cards are played in all games, those of a 
corresponding suit will necessarily fall together, and therefore 
the dealer enhances his prospects thirty-three and one-third per 
cent, for an additional trump by dealing three cards last round, 
for then he has three immediately preceding the trump, when 
if he had begun the deal with three cards he would end by having 
only the two cards preceding the trump. 

After five cards have been dealt to each player, in the order 

9 



10 


Hoyle’s Standard Games 


as above, the dealer turns up the top card on the pack or talon 
which is called the trump. After the first hand, the deal passej 
to each player in rotation. . 

The game consists of five points—the parties getting that 
number first being the winners—and the points are indicated bj 
the number of tricks taken by the players. If all the tricks are 
taken by one side it constitutes what is technically termed a 
march, and entitles the fortunate parties to a count of two; 
and it is necessary to take three tricks in order to count one, oi 
“make a point,” as it is called. Taking four tricks counts no 
more than three. 

When the trump is turned, the first person to the left of the 
dealer looks at his cards, for the purpose of determining what he 
intends to do, whether to “pass” or “order the trump up;” and 
this, to a certain extent, will depend upon the strength of hie 
hand. If he holds cards of sufficient value to secure three tricks, he 
will say, “I order it up,” and the dealer is then obliged to take the 
card turned up, and discard one from his hand; and the card thus 
taken up becomes the trump. If the eldest hand has not enough 
strength to order it up, he will say, “I pass,” and then the partner 
of the dealer has to determine whether he will “pass” or “assist.” 
If he has enough, with the help of the card his partner has turned, 
to make three tricks, he will say, “I assist,” and the card is 
taken up as before. If he passes, then it goes to the third hand, 
who proceeds exactly as the eldest hand. Should all the players 
pass, it becomes the dealer’s privilege to announce what he will 
do, and if he thinks he can take three tricks, he will say, “I take 
it up,” and immediately discards his weakest card, placing it under 
the remainder of the pack, and instead of the card thus rejected 
he takes that turned up, which remains the trump. It is not 
considered en regie for the dealer to remove the trump card until 
after the firs'; trick has been taken, unless he needs it to play. It 
is let lie, that every one may see what the trump is. We may 
as well state that it is always the dealer’s privilege to discard 
any one card in his hand, and take up the trump card; and this 
holds good whether he is assisted by his partner, is ordered up 
by his adversaries, or takes it up himself. This gives the parties 
having the deal an advantage about equal to one trick. Should 
the dealer not be confident of winning three tricks, he says, “I 
turn it down,” and at the same time places the tum-up card face 
down on the pack. Should all the players decline to play at the 
suit turned up, and the dealer turn it down, the eldest hand is 
then entitled to make trump what he chooses (excepting the suit 
already turned down). If the eldest hand is not strong enough 
in any suit, and does not wish to make the trump, he can pass 
again, and so it will go on in rotation, each one having an 
opportunity to make the trump in his regular turn, to the dealer. 
If all the players, including the dealer, decline the making of the 
trump, the deal is forfeited to the eldest hand. The eldest hand, 
after the dealer has discarded, opens the game, and leads any 
card he chooses. The person playing the highest card takes 


Euchre 


11 


the trick, and he in his turn is obliged to lead. In this manner 
the game proceeds until the five cards in each hand are exhausted. 
Players are required, under penalty of the loss of two points, to 
follow suit. If, however, they cannot, they may then throw 
away a small card or they may trump at their pleasure. 

The three and four are used in marking game. The face of 
the three being up, and the face of the four down on it, counts 
one, whether one, two or three pips are exposed; the face of the 
four being up, and the three over it, face down, counts two , 
whether one, two, three or four of the pips are shown; the face 
of the three uppermost counts three ; and the face of the four 
uppermost counts jour. The two and three are now rarely used 
as counters, being more liable to mistakes. 

It may be laid down as one of the general rules of Euchre 
that whatever is undertaken by a player must be accomplished 
in order to make the point. For instance, if I adopt or order 
up the trump, and fail in securing three tricks, it is called being 
“euchred,” and entitles the opponents to a count of two; or if 
I make the trump after the original one has been turned down, 
and do not secure three tricks, I am also “euchred,” and it counts 
as before. Therefore it will be perceived that in order to play 
the game properly one should have, in addition to the ordinary 
rules, a thorough knowledge of the theory of chances as they 
apply to this game, and exercise it judiciously. 


TECHNICAL TERMS USED IN EUCHRE 


Adopting. —Synonym, “Taking it up.” This is the privilege 
of the dealer, after the others have passed, to discard an inferior 
card and use instead the trump card turned up. The words 
used are, “I take it up.” 

Alone .—Playing without the assistance of your partner, when 
you have a hand which it is probable would take five tricks. 
The words are, “T play alone,” or “Alone,” or “Cards away,” of 
“I try it.” 

Assist. —If, when your partner deals, and the eldest hand 
passes, you know by your hand alone, or by comparing it with 
the deck-head, that you can make three tricks, you may say to 
him, “I assist.” This is equivalent to ordering up the trump 
into his hand, for he thereupon discards his poorest card, and the 
trump card is his to play when he needs it. 

Bower .—The jack or knave of the trump suit and of the suit of 


the same color. 

Bridge— This is where one side has scored four and the other 
one or tw T o. When your opponents have one or two and you 
have four, if you are eldest hand, unless you have one trick 
certainly in your hand—that is, the right bower, or the left 
bower guarded—you will order it up whether you have a trump 
or not, to prevent them going alone and making four points. 

Call .—The right to demand an adversary to play an exposed 


card. 


12 


Hoyle’s Standard Games 


Coot-Cards. —The king and queen and jack, from the fact that 
they are coated, or dressed. 

Court-Cards. —The same as coat-cards. 

Cross the Suit. —To make a trump of a different color from 
the card turned up by the dealer. 

Cut. —To separate the shuffled pack into two parts, a right 
possessed by the right-hand opponent. 

Deal. —To distribute the cards to which each player is entitled. 
You give each player five cards, in two rounds, commencing 
with your left-hand opponent. You begin by dealing two cards 
to each, and then three, or vice versa. 

Discard. —Putting a card out of the dealer’s hand, face down, 
under pack, when he “takes it up” in lieu of the trump card on 
the deck. 

Dutch It. —To make a trump of the color that is turned down. 

Eldest Hand. —The left-hand adversary of the dealer, so called 
because he is the first to play. 

Euchre. —The failure of that side which makes, orders up or 
fakes up a trump to take three tricks; this failure scoring two 
points to their adversaries. 

Face-Cards. —The coat-cards. 

Finesse. —This is where a player holding the best and third 
best trump plays the latter first, taking the risk that his op¬ 
ponents do not hold the second best trump, or that his partner 
does. In either case his side wins the two tricks. 

Force. —To lead a suit of which your opponents hold none, 
thus obliging them to trump or lose the trick. 

Go Alone. —Synonymous with “play alone.” 

Intimation. —Anything passing from one parti r to another, by 
which the latter knows how to play. 

Lay Card. —Any card other than trump. 

Lay Suit. —Any suit not a trump. 

Left Bower. —The knave of the same color as the trump suit. 

Left Bower Guarded. —The left bower protected by another 
trump. 

Lone Hand .—A hand so strong in trumps alone, or in trumps 
guarded by high cards of a lay suit, that it will probably win 
five tricks if its holder plays alone. 

Lone Player. —The one playing without his partner. 

Lone Game. —Scoring five points to your adversaries’ none. 

Making the Trump. —Naming a new suit for trump after the 
dealer has turned the trump card down. 

March. —Where all the tricks are made by one side. 

, Next in Suit. —The same as Dutch It. 

Numerical Cards. —Those neither ace nor face. 

Ordering Up .— Requiring the dealer and his partner to play 
the trump as it has been turned. 

Partner. —The one joined with you in playing against your 
adversary. The penalty of the misconduct of one partner falls 
on both. 

Pass. —To decline to play at the trump turned up. 


Euchre la 

Pass Again. —To decline the privilege of making a new trump 
after the first has been turned down. 

Play Alone. —To play a hand without one’s partner. 

Point. —One of the five required for the game. 

Rank. —The relative power of the cards, commencing and 
going in trumps as follows: Right bower, left bower, ace, king, 
queen, ten, nine, eight, seven; but in the lay suits the jacks 
take place between the queens and tens. 

Responsible. —The party who orders up a trump, assists, 
makes a trump or takes it up. 

Revoke— Playing a card of a different suit from that demand¬ 
ed. This is sometimes vulgarly called renig. 

Right Bower. —The jack of trumps. 

Right Bower Followed. —The right bower with another trump 
behind. 

Ruffing. —Another term for trumping a suit other than trumps. 

Score. —The points gained in a game or rubber. 

Sequence. —The numerical succession of cards of the same 
color. 

Side Cards. —Lay cards. 

Slam. —Love game, vulgarly called “a skunk.” 

Taking it Up. — Acceptance of the trump by the dealer, and 
discarding another card for it, after the rest have passed. 

Tenace. —Where the last player holds in his hand the highest 
and third best of the cards out. 

Throw Away. —To play a worthless card when you cannot 
follow suit and do not desire to trump, as, for instance, where 
it is your partner’s trick. 

Trump. —The suit turned up, or made the commanding suit. 

Trump Card. —The card which is turned up by the dealer 
after the hands have been dealt around. 

Turn-down. —The trump card which is turned face down¬ 
ward on the talon by the dealer after all have passed. 

Underplaying. —Following suit and winning with a low cart! 
when you have one in your hand superior to your adversary’s. 

THE LAWS OF EUCHRE 

SCORING 

1 . A game consists of five points. If the side who adopt, 
make or order up a trump, take— 

Five tricks, they score two points. 

Three tricks, they score one point. 

Four tricks count no more than three. 

If they fail to take three tricks they are euchred, and the 
opposing party score two points. 

2. When a player who plays alone takes— 

Five tricks, he scores four points. 

Three tricks, he scores one point. 

If he fail to take three tricks he is euchred, and the opposing 
party score two points. 


14 Hoyle’s Standard Games 

3. The penalty for a revoke takes precedence of all other 

scores. . , 

4 . An error in count can be rectified at any time before the 
next deal is completed. 


SHUFFLING AND CUTTING 

5. At the outset of the game each player cuts for deal, and 
the lowest cut deals. If there be a tie, the partners tied cut 
again. The players cutting the two highest cards play against 
those cutting the two lowest. 

6 . In cutting the ace is lowest, and the other cards rank as at 
Whist. 

7. Should a player expose more than one card, he must cut 
again. 

8 . The cards may be shuffled by any player who demands 
that privilege, but the dealer has always the right to shuffle 
lost)* 

9. The cards must be cut by the right-hand opponent before 
they are dealt. 

10. A cut must not be less than four cards removed from 
the top, nor must it be made so as to leave less than four cards 
at the bottom; and the pack must be put on the table for the 
cut. 


DEALING AND DISCARDING 

11 . After the first deal, the right of dealing goes to the 
left. 

12. In dealing, five cards must be distributed to each player 
by the dealer, who may begin by giving first two, and then three 
cards to each, or vice versa; but whichever course is adopted by 
him must be strictly adhered to until the deal is completed; 
he must not begin by dealing two to one, three to the next, 
and so on. When this rule is violated the adverse side may 
claim a new deal, provided that they have neither of them seen 
their own hands. 

13. A misdeal forfeits the deal, and the following are misdeals: 

A card too many or too few given to either player. 

Dealing the cards when the pack has not been properly 

cut; the claim for a misdeal in this case must be made 
prior to the trump card being turned, and before the 
adversaries look at their cards. 

14. Whenever a misdeal is attributed to any interruption by 
adversaries, the deal will not be forfeited. Hence, if an adver¬ 
sary touch his cards during the deal, and the dealer’s partner 
has not done so, no misdeal can be claimed. 

[Case. —A, having misdealt, claimed exemption on the ground 
of his opponent having interrupted him, by questioning his title. 
Decision .—Claim allowed.] 

15. If, whilst dealing, a card be exposed by the dealer or 
partner, should neither of the adversaries have touched their 


Euchre 


15 


cards, the latter may claim a new deal, but the deal is not lost. 

16. If, during the deal, the dealer’s partner touch any of his 
cards, the adversaries may do the same without losing their 
privilege of claiming a new deal should chance give them that 
option. 

17. If an opponent displays a card dealt, the dealer may make 
a new deal, unless he or his partner has examined his own cards. 

18. If a deal is made out of turn, it is good, provided it be 
not discovered before the dealer has discarded and the eldest 
hand has led. 

19. If a card is faced in dealing, unless it be the trump card, a 
new deal may be demanded, but the right to deal is not lost. 

20. If the pack is discovered to be defective, by reason of 
having more or less than thirty-two cards, the deal is void; but 
all the points before made are good. 

21. The dealer, unless he turn down the trump, must discard 
one card from his hand and take up the trump card. 

22. The discard is not complete until the dealer has placed the 
card under the pack; and if the eldest hand makes a lead before 
the discard is complete, he cannot take back the card thus led, 
but must let it remain. The dealer, however, may change the 
card he intended to discard and substitute another, or he may 
play alone, notwithstanding a card has been led. After the 
dealer has quitted the discard he cannot take it in hand again 
under any circumstances. 

23. After the discard has been made the dealer must let the 
trump card remain upon the talon until it is necessary to play 
it on a trick. After the trump card has been taken in hand, no 
player has a right to demand its denomination, but he may ask 
for the trump suit and the dealer must inform him. 

24. Should a player play with more than five cards, or the 
dealer forget to discard and omit to declare the fact before three 
tricks have been turned, the party so offending is debarred from 
counting any points made in that deal, and the deal is lost. 
Under the above circumstances, should the adverse side win, 
they score all the points they make. 

PLAYING OUT OF TURN, AND EXPOSING CARDS 

25 All exposed cards may be called, and the offending party 
compelled to lead or play the exposed card or cards when he 
can legally do so, but in no case can a card be called if a revoke 
is thereby caused. See Law 39. The following are exposed 
cards: 

Two or more cards at once. 

Should a player indicate that he holds a certain card in his 
hand. 

Any card dropped with its face upwards. 

All cards exposed, whether by accident or otherwise, so 
that an opponent can distinguish and name them. 

26. If any player lead out of turn, his adversaries may demand 


16 


Hoyle’s Standard Games 


of him to withdraw his card, and the lead may be compelled from 
the right player, and the card improperly led be treated as an 
exposed card, and called at any time during that deal, provided 
that no revoke is thereby caused. 

27. If any player lead out of turn and the mislead is followed 
by the other three, the trick is completed and stands good; but 
if only the second or the second and third have playti to the 
false lead, their cards, on discovery of their mistake, are taken 
back, and there is no penalty against any one except the original 
offender, whose card may be called. 

28. If any player play out of turn, his opponents may compel 
him to withdraw his card, and the card improperly played may 
be treated as an exposed card, and called at any time during 
that deal, provided no revoke is thereby caused. 

29. If any player trump a card in error, and thereby induce 
an opponent to play otherwise than he would have done, the 
latter may take up his card without penalty, and may call upon 
the offender to play the trump at any period of the hand. 

30. If two cards be played, or if the player play twice to the 
same trick, his opponent can elect which of the two shall remain 
and belong to the trick; provided, however, that no revoke be 
caused. [But if the trick should happen to be turned with five 
sards in it, adversaries may claim a fresh deal.] 

31. If a player, supposing that he can take every trick, or for 
any other reason, throw down his cards upon the table with 
their faces exposed, the adverse side may call each and all of the 
cards so exposed, as they may deem most advantageous to their 
game, and the delinquent party must play the exposed cards 
accordingh\ 


THE REVOKE 

32. When a revoke occurs, the adverse party are entitled to 
two points to their score. 

33. If a suit is led, and any one of the players having a card 
of the same suit shall play another suit to it—that constitutes a 
revoke. But if the error be discovered before the trick is quitted 
or before the party having so played a wrong suit or his partner 
shall play again, the penalty only amounts to the cards being 
treated as exposed, and being liable to be called. 

34. When the player who has made a revoke corrects his error, 
his partner, if he has played, cannot change his card played, but 
the adversary may withdraw his card and play another. 

35. When a revoke is claimed against adversaries, if they mix 
their cards, or throw them up, the revoke is taken for granted, 
and they lose two points. 

36. No party can claim a revoke after cutting for a new deal. 

37. A revoke on both sides forfeits to neither; but a new deal 
must be had. 

38. If a player makes a revoke, his side cannot count any 
points made in that hand. 


Euchre 17 

39. A party refusing to play an exposed card on call forfeits 
two to his opponents, as in a revoke. 

MAKING THE TRUMP AND PLAYING ALONE 

40. Any player making a trump cannot change the suit after 
having once named it; and if he should by error name the suit 
previously turned down, he forfeits his right to make the trump, 
and such privilege must pass to the next eldest player. 

41. A player may only play alone when he adopts, orders up 
or makes a trump, or when his partner assists, orders up or 
makes a trump. He cannot, however, play alone with a trump 
he has passed, or with a trump the making of which he has 
passed; nor can he play alone after a lead has been made by 
himself or by his opponents. 

42. A player cannot play alone when he or his partner is 
ordered up by an opponent, or when the opposite side adopts or 
makes the trump. Only those can play alone who have legally 
taken the responsibility of the trump and may be euchred; there¬ 
fore, when one player elects to play alone, neither of his 
opponents may play alone against him. 

43. When a player having the right to play alone elects to do 
so, his partner cannot supersede him and play alone instead. 

[In saying “I go it alone,” when it is his turn to settle the 
game and confirm or make the trump, as the case may be, the 
partner binds the adversaries, and consequently binds himself 
and his partner. It is not a question between the partners, but 
between the partner and the opposing players. The partner, 
by confirming the trump and declaring to play alone, has settled 
the game and cut off the opponent’s right who is third man. It 
follows that, as he has been allowed to do this, his action must 
have at the same time cut off the right of his own partner to 
change the game. It would be a chance for him to substitute 
himself for the player who has declared to go alone. Whenever 
this declaration is made by the player who has the “say,” it 
creates an obligation on the other side to play against a lone 
hand, and on his part to play the lone hand. This obligation 
his partner cannot be permitted to break.] 

0 44. When a player announces that he will play alone, his 
partner must place his cards upon the table, face downwards, 
and should the latter expose the face of any of his cards, either 
by accident or design, his opponents may compel him to play or 
not to play with his partner, at their option. 

45. A player who goes alone must announce his intention in a 
clear and audible way and tone, so that no doubt can be enter¬ 
tained of his design. If he expresses his purpose in a vague and 
ambiguous manner, so that it is not clearly understood by his 
adversaries, and he or they make a lead, he forfeits his privilege, 
and must play with his partner. 


18 


Hoyle’s Standard Games 


INTIMATION BETWEEN PARTNERS 

46. If a partner indicates his hand by word or gesture to hts 
partner, directs him how to play, even by telling him to follow 
the rules of the game, or in any way acts unfairly, the adversary; 
scores one point. 

47. If a player, when they are at a bridge, calls the attention 
of his partner to the fact, so that the latter orders up, the latter: 
forfeits the right to order up, and either of the opponents may 
play alone, if they choose so to do. [“What are trumps?” 
“Draw your card.” “Can you not follow suit?” “I think there 
is a revoke?” The above remarks, or those analogous, are the 
only ones allowed to be used, and they only by the person whose 
turn it is to play.] 

48. No player has a right to see any trick but the last one 
turned. 


RULES FOR PLAYING EUCHRE 

ON ADOPTING OR TAKING UP THE TRUMP 

As to what constitutes a sufficient force of cards to take up the 
trump, this is a matter of considerable importance to the player. 
The purpose being to make a point, of course there must be a 
reasonable probability of taking three tricks, and this probability 
should be made, to a certain extent, dependent upon the position 
of the game. If the dealer should be three or four on the score, 
while the opponents are one or two, the deal might be passed by 
turning the trump down, and still the chances of gaining the 
game be not materially reduced; but if the position should be 
reversed, then the dealer would be warranted in attempting the 
hazard upon a light hand, as the prospects of defeat with the 
deal in his favor would be no greater than the percentage of the 
same against him. Of course any player would know that his 
success would be beyond peradventure if holding both bowers 
and the ace. The moment you attempt to point out what any¬ 
thing less would avail, you depart from the scope of argument, 
predicated upon substantial bases, to the unsubstantial realms of 
hypothesis. Anything less than both bowers and the ace might 
be euchred, and the plodding player who exhausted his time in 
the search of absolute certainty might be beaten a hundred 
times by the cards which he had rejected. It is generally accept¬ 
ed as “sound doctrine” that three trumps—two of them being 
court cards, backed by a lay ace—are sufficient to attempt a 
point. The player must note the state of the game, and act 
accordingly. If the game stand four and four, it is better for 
him to take up the trump on a small hand than to leave it for 
his adversaries to make. Suppose the game is three and three, 
he should be very careful of adopting the trump on a weak hand, 
because a euchre puts his opponents out. 


Euchre 


19 


ON PASSING AND ORDERING UP 

No prudent player will “order” the trump unless he holds 
enough to render his chances of success beyond reasonable doubt. 
There are times and positions of the game when, however, there 
would be no imprudence in ordering up on a light hand; for 
instance, supposing the game to stand four and four, the dealer 
turns the trump, and either the eldest or third hand has an 
ordinary good show of cards, with nothing better of another suit, 
there it would be proper to order up, for should the trump be 
turned down, your chances of success would be lost, and in case 
you are euchred it would but give the game to those who would 
win it anyhow at another suit. 

If the position of the player is eldest hand, and a suit should 
be turned in which he receives both bowers and another large 
trump, and he has also two cards of the corresponding suit in 
color, it would clearly be his policy to pass, for the obvious 
reason that if the dealer’s partner should assist, he would be 
enabled to euchre the opposing side, and if the trump were 
turned down, his hand would be just as good in the next suit; 
and having the first opportunity of making the trump, he could 
go it alone, with every probability of making the hand and 
scoring four. 

Should the eldest hand hold the right bower, ace or king, and 
another small trump, and a card of the same color as the trump 
suit, it would be good play to pass; for if the adversaries 
adopt the trump, he will in all probability euchre them; and 
if they reject it, he can make the trump the next in suit, and 
the chances of scoring a point are in his favor. 

When a player is four and holds commanding trumps sufficient 
to make a sure point, he should order up, particularly if he is 
eldest hand, for then he will take his opponent’s deal. 

As a general rule the eldest hand should not order up the 
trump unless he has good commanding cards, say right bower, 
king and ten of trumps, with a lay ace of a different color, or 
left bower, king and two numerical trumps. The player at the 
right of the dealer should hold a very strong hand to order up 
the trump, because his partner has evinced weakness by passing, 
and if the opposing side turn down the trump, his partner has 
the first say to make a new trump. 

ON MAKING THE NEW TRUMP 

If the dealer turns the trump down, the eldest hand has the 
privilege of making it what he pleases, and the rule to be gen¬ 
erally followed is, if possible, to Dutch it, i.e., to make it next 
in suit, or the same color of the trump turned. The reason for 
this is very evident. If diamonds should be the trump turned, 
and the dealer refuse to take it up, it would be a reasonable 
supposition that neither of the bowers was in the hands of the 
opponents; for if the dealer’s partner had held one of them, he 


20 


Hoyle’s Standard Games 


would in all probability have assisted; and the fact of its being 
turned down by the dealer also raises the presumption that he 
had neither of them. Then, in the absence of either bower, ac 
otherwise weak hand could make the point in the same color 
For reverse reasons, the partner of the dealer would cross the 
suit, and make it clubs or spades; as his partner had evidenced 
weakness in the red suit by turning a red card down, it would 
be but fair to presume that his strength was in the black. 

Be careful how you make the point when your adversaries 
have scored three points, and, as a general rule, do not make 
or order up a trump unless you are eldest hand or the dealer’s 
partner. 


ON ASSISTING 

“Assisting” is where your partner is the dealer, and with the 
help of the card he has turned trump, you deem your hand 
sufficient to take three tricks. In other words, suppose the ace 
of hearts to be turned, and you hold the left bower and king; 
you say to your partner, “I assist,” and then he is obliged to take 
up the ace turned and discard, the same as though he had taken 
it up voluntarily. Two court-cards are considered a good assisting 
hand; but where the game is very close, of course it is advisable 
to assist, even upon a lighter hand; for if the game stands four 
and four, the first hand will order up if the card turned is the 
best in his hand, and therefore the fact of his passing would be 
an evidence of weakness. 

When assisted by your partner, and you hold a card next in 
denomination to the card turned up (whether higher or lower), 
play it as opportunity offers. For instance, if you turn up the ace ; 
and hold either the left bower or king, when a chance occurs 
play the bower or king, and thus inform your partner that yon 
have the ace remaining. The same policy should be adopted 
when your partner assists and you have a sequence of three 
trumps, the trump card being the smallest of the three. In such 
a situation invariably play the highest card of the sequence; 
this will inform your partner that you hold the balance of the 
sequence, and with this knowledge he can shape his play to suit 
circumstances. Supposing the king is turned up and you hold 
the queen and ten-spot, when an occasion presents itself play the 
queen, and if your partner is an fait at the game he will know 
you have the ten-spot in your hand. 

As a general rule, always assist when you can take two tricks 


ON THE LONE HAND 

There is still another privilege allowed the holder of a good 
hand, and that is to play it alone. If from the fullness of youi 
hand there is a reasonable possibility that you can secure all the 
tricks, you play it alone, or without the assistance of your partner 
and if successful, you are entitled to a score of four points. 


Euchre 


21 


1 In order to avail yourself of the privilege of going alone, it is 
necessary that you should assume the responsibility of the trump; 
that is, you must adopt, order up, or make the trump; or your 
partner must assist, order up, or make the trump; but you can¬ 
not play alone with a trump you have passed, or with a trump 
the making of w T hich you have passed. Having complied with 
the above requirements, there is no abridgment to the right to 
play alone, except when the attempt has been anticipated by 
your abversary ordering up the trump, which a prudent player 
will always do in certain positions of the game. (See “The 
Bridge.”) Should your partner announce that he will play alone 
you cannot supersede him and play alone yourself, but must 
place your cards upon the table, face downward, no matter how 
strong your hand may be. You must also bear in mind that, 
in order to avail yourself of the privilege of playing alone, it is 
necessary to declare your intention of doing so distinctly and in. 
plain terms, thus: “i play alone;” if you fail to do this and the 
adverse side make a lead, you forfeit all claim to the privilege. 
You must also be careful and make the announcement in good 
season; if you neglect to do so, and the adverse side makes a 
lead, or if you lead yourself before declaring your intention of 
playing alone, you lose the right, and your opponents may 
compel you to play with your partner. 

Some players may have an absurd notion that one side may 
play alone against the other, and in case of the failure of the 
original player to take three tricks, that the adverse side may 
score four points. This is, however, directly opposed to the 
axiom in Euchre that only those can play alone that take the 
responsibility of the trump and incur the chance of being 
euchred. 

In playing a lone hand it is always a great advantage to have 
the lead. The next advantage is to have the last play on the 
first trick; therefore the eldest hand and the dealer may assume 
the responsibility of playing alone on a weaker hand than either 
of the other players. 

When your opponent is playing alone and trumps a suit you 
or your partner leads, be sure and throw away all cards of that 
suit upon his subsequent leads, provided you do not have to 
follow suit. 

When opposing a lone hand and your partner throws away 
high cards of any particular suit, you may be sure he holds good 
cards in some other suit; you should therefore retain to the last 
the highest card of the suit he throws away (if you have one) 
in preference to any other card, unless it be an ace of some 
suit. 

THE BRIDGE 

If one side has scored four and the other one, such position is 
called a “bridge,” and the following rule should be observed: 

To make the theory perfectly plain, we will suppose A and B 
to be playing against C and D, the former being four in the 


22 


Hoyle’s Standard Games 


game and the latter but one. C having dealt, B first looks at 
his hand, and finds he has but one or two small trumps; in 
other words, a light hand. At this stage of the game it would 
be his policy to order up the trump, and submit to being euchred, 
in order to remove the possibility of C or D playing it alone; 
for if they should by good fortune happen to succeed, the score 
of four would give them the game; when, if it were ordered up, 
the most that could be done would be to get the euchre, and 
that giving but a score of two, the next deal, with its percentage, 
would in all probability give A and B enough to make their re¬ 
maining point and go out. If, however, B should have enough 
to prevent a lone hand, he can pass as usual, and await the result. 
The right bower or left bower guarded is sufficient to block a 
lone hand. 

The eldest hand is the only one who should order up at the 
bridge, for if he passes his partner may rest assured that he holds 
commanding cards sufficient to prevent the adversaries making 
a lone hand. If, however, the eldest hand passes, and his partner 
is tolerably strong in trumps, the latter may then order up the 
trump to make a point and go out, for by the passing of the 
eldest hand his partner is informed that he holds one or more 
commanding trumps, and may therefore safely plan for the point 
and game. 

The eldest hand should always order up at the bridge when 
not sure of a trick; the weaker his hand, the greater the necessity 
for doing so. 

ON DISCARDING 

When the dealer takes up the trump before the play begins, 
it is his duty to discard or reject a card from his hand, in lieu 
of the card taken up. We will suppose the ten of hearts to be 
turned, and the dealer holds the right bower, with the ace and 
nine-spot of clubs and king of diamonds; the proper card to re¬ 
ject would be the king of diamonds, for there would be no 
absolute certainty of its taking a trick The ace might be held 
by the opponents, and by retaining the ace and nine-spot of 
clubs, the whole suit of clubs might be exhausted by the ace, and 
then the nine-spot would be good; or, if the trump should be 
one of the red suits, and the dealer held three trumps and a seven 
of spades and a seven of hearts, it would be better to discard the 
spade, for, as the dealer’s strength was in the red suit, the 
probabilities would be that the other side would be correspond¬ 
ingly weak, and therefore the heart would be better than the 
spade. Where you have two of one suit and one of another to 
discard from, always discard the suit in which you have one 
card, for then you may have an opportunity to “ruff.” 

THE LEAD 

We have seen that the game is opened by the eldest hand 
leading, and much depends upon this feature of the game. 


Euchbe 


23 


Where a dealer has been assisted, it is a common practice to 
lead through the assisting hand, and frequently results favorably; 
for, in the event of the dealer having but the trump turned, a 
single lead of trumps exhausts his strength and places him at the 
mercy of a strong suit of lay cards. It is not, however, always 
advisable to lead a trump, for if the eldest hand holds a tenace, 
his duty is to maneuver so as to secure two tricks; but this is 
only an exceptional case. The proper method of determining 
the nature of the lead is indicated by the quality of the hand 
and the purpose to be accomplished. The eldest hand, holding 
two aces and a king with two small trumps, of course would 
lead trump through an assisting hand, for the reason that 
the only hope of securing a euchre would be dependent upon 
the success of the lay suits, and they can be made available only 
after the trumps have been exhausted. 

Where the dealer takes the trump voluntarily, the eldest hand 
is of course upon the defensive, and to lead trump under such 
circumstances would be disastrous. 

Should your partner have the right bower turned, lead a small 
trump; by so doing you will be sure to weaken your adversary’s 
hand. 

When your partner makes the trump or orders it up, lead him 
the best trump you hold. Do this in any case. 

When you hold the commanding cards they should be led to 
make the inarch ; but if you are only strong enough to secure 
your point, side cards should be used; put the lowest on your 
partner’s lead, if it be a commanding card; the highest on your 
adversary’s. 

When opposed to a lone hand, always lead the best card you 
have of a lay suit, so that the possibility of your partner’s re¬ 
taining a card of the same suit with yourself may be averted; 
particularly if it is a card of opposite color from the trump, for 
if a red card should be trump and an opponent played it alone, 
there would be more probability of his not having five red cards 
than of his holding that number, and the further chance that if 
he did hold five red cards, it would, in like proportion, reduce 
the probability of your partner having one of the same suit, and 
give him an opportunity to weaken your opponent’s hand by 
trumping it. 

The exception to the above rule is when you hold two or three 
cards of a suit, including ace or king, and two small cards in 
other suits; in this case your best play would be to lead one of the 
latter and save your strong suit, for the reason that your partner 
may hold commanding cards in your weak suits, and thus you 
give him a chance to make a trick with them, and if this does 
not occur, you have your own strong suit in reserve, and may 
secure a trick with it. 

When playing to make a lone hand, always lead your com¬ 
manding trump cards first, reserving your numerical trumps and 
lay suit for the closing leads. When you have exhausted your 
commanding trumps, having secured two tricks, and retain in 


24 


Hoyle’s Standard Games 


your hand a numerical trump and two cards of a lay suit, lead 
the highest of the lay suit to make the third trick, then youi 
trump. For instance, suppose hearts are trumps, and you hold 
the right and left bowers and ten of trumps, and ace and nine of 
spades, lead your bowers, then the ace of spades, following with 
the ten of trumps and your lay nine. The reason for playing 
thus is obvious. You may not exhaust your adversaries’ trumps 
by the first two leads, and if either of them were to retain a 
trump card superior to your ten, by leading the latter you would 
in all probability, suffer the mortification of being euchred on a 
lone hand. For example, we will suppose one of your oppo¬ 
nents holds the queen, seven and eight of trumps, with a small 
diamond and club, or two of either suit; he would play the 
small trumps on your bowers, and if you led the ten of trumps 
he would capture it with his queen, and lead you a suit you 
could not take. Your chance of escape from such a dilemma 
would be very small. On the other hand, if on your third lead 
you were to lead the lay ace, you would force your adversary tc 
play his remaining trump and allow you to win the point. 

When you hold three small trumps and good lay cards, and 
desire to euchre your opponents, lead a trump, for when trumps 
are exhausted you may possiby make your commanding lay 
cards win. 

When you make the trump next in suit, always lead a trump 
unless you hold the tenace of right bower and ace, and even ther 
it would be good policy to lead the bower, if you hold strong 
lay cards. 

When you hold two trumps, two lay cards of the same suit 
and a single lay card, lead one of the two lay cards, for you may 
win a trick by trumping the suit of which you hold none 
and then, by leading your second lay card, you may force 
your opponents to trump, and thus weaken them. With suck 
a hand it would not be good play to lead the single lay card 
for you might have the good fortune to throw away on youi 
partner’s trick and ruff the same suit when led by your op¬ 
ponents. 

When your partner has made or adopted the trump, it is bad 
play to win the lead unless you are the fortunate possessor ol 
a hand sufficiently strong to play for a march. 

If your partner assists you and has played a trump, and yoi: 
have won a trick and the lead, do not lead him a trump unless 
you hold commanding cards and are pretty certain of making 
the odd trick or a march, for your partner may have assisted 
on two trumps only, in which case such a lead would draw hit 
remaining trump, and, in all probability, prove fatal to his most 
cherished plans. 

When you have lost the first two tricks and secured the third 
if you hold a trump and a lay card, play the former, for in this 
position of the game it is your only chance to make or save a 
euchre. There are only two exceptions to this rule, viz.: when 
you have assisted your partner, or when he has adopted the 


Euchre 


25 


trump and still retains the trump card in his hand. In the 
former instance you should lead the lay card, trusting to your 
partner to trump it; in the latter case, you should also lead" the 
lay card, unless your trump is superior to your partner’s and 
your lay card is an ace or a king, in which case you should play 
trump and trust to the lay card to win the fifth trick. The 
reason for this play is very manifest: if your opponents hold a 
better trump than you, it is impossible to prevent them winning 
the odd trick, and, therefore, the euchre or point; but if they 
hold a smaller trump, your lead exhausts it, and you may win 
the last trick with your lay card. This position frequently 
occurs in the game, and we recommend it to the attention of the 
novice. 

TRUMPS 

In the game of Euchre nothing is more important than the 
judicious' employment of trumps, and the successful issue of the 
game is, perhaps, more dependent upon a thorough knowledge 
of their power and use than all other points of the game com¬ 
bined. In the course of this article we have already had much 
to say about trumps, particularly in that portion which treats 
of the lead, but we now propose to briefly notice one important 
subject which has remained untouched—that of trumping, or 
ruffing, as it is technically termed. 

If your partner adopts or makes the trump, and you hold the 
right or left bower alone, ruff with it as soon as you get the 
opportunity. 

When playing second, be careful how you ruff a card of a small 
denomination the first time round, for it is an even chance that 
your partner will take the trick if you let it pass. When such a 
chance presents itself, throw away any single card lower than an 
ace, so that you may ruff the suit you throw away when it is 
led. 

When your partner assists and you hold a card next higher to 
the turn-up card, ruff with it when an opportunity occurs, for by 
so doing you convey valuable information to your partner. 

When you are in the position of third player, ruff with high 
or medium trumps. This line of play forces the high trumps of 
the dealer, as at the game of Whist, and thereby you weaken 
your adversaries. 

When your partner leads a lay ace, and you have none of the 
suit, do not trump it, but if you have a single card, throw that 
away upon it. 


CONCLUDING HINTS 

Never lose sight of the state of the game. When you are four 
and four, adopt or make the trump upon a weak hand. 

When the game stands three to three, hesitate before you 
adopt or make a trump upon a weak hand, for a euchre will put 
your adversaries out. 


26 


Hoyle’s Standard Games 


When you are one and your opponents have scored four, you 
can afford to try and make it alone upon a weaker hand than 
if the score were more favorable to you. 

When you are eldest hand and the score stands four for you 
and one for your opponents, do not fail to order up the trump, 
to prevent them from going alone. Of course you need not do 
this if you hold the right bower, or the left bower guarded. 

Be very careful how you finesse or underplay; skillful players 
may attempt this in critical positions, but as a general rule the 
tyro should take a trick when he can. 

Never trump your partner’s winning cards, but throw your 
losing and single cards upon them. 

When second hand, if compelled to follow suit, head the trick 
if possible; this greatly strengthens your partner’s game. 

EUCHRE WITH THE JOKER 

A Euchre pack is usually accompanied by a special card which 
has given rise to this amusing variety of the game of Euchre. It 
is called “the joker,” or highest trump card, and ranks above 
the right bower. If this “joker” should happen to be turned for 
trump, the dealer has the privilege of naming any suit he pleases 
for trump. In all other particulars the game is played in the 
same manner as the regular game of Euchre. 

TWO-HAND EUCHRE 

In this, as in the four-hand game, the deal being made, the 
non-dealer may pass or order up; should he pass, the dealer, at 
his option, may pass or discard and take up the trump, when the 
game begins by the lead of the non-dealer; but should the dealer 
think his hand not strong enough to risk a play, he too will pass , 1 
when his adversary may pass ag in or make a trump (which, as 
a general rule, should be next in suit); if he pass a second time, 
the dealer has the right to make a trump or again pass, in which 
case the cards are to be bunched, and the deal passed to the 
original non-dealer. 

If the dealer takes up the trump and plays the hand, he must 
win three tricks to make a point; or should he take the five 
tricks, he makes a “march,” which entitles him to score two 
points. Should he fail to make three tricks he is euchred, and 
his adversary counts two points. The same rules apply to the 
party ordering up or making the trump. 

In passing or ordering up, much wfill depend upon the state 
of the game and what the player desires to accomplish; he may 
pass with a good hand, when he has reason to believe that by so 
doing he will euchre his adversary should he play the hand. In 
this case, too, he should have good reason to suppose that his 
adversary will take up the trump, or else have cards to make the 
trump himself. 


Three-Hand Euchre 


27 


The player, remembering that he has but a single hand to 
contend against, may play or order up if he has reasonable hope 
of making three tricks. 

Lead your strongest trumps first, until you have won two 
tricks, and then, having a trump left, lead some other card, so 
that, if your adversary takes it, you may have a chance to trump 
the card he leads, and thus make your point. Having won two 
tricks, and your adversary being without a trump, play for a 
march by leading trumps or your highest cards. 

The deal is considered equal to a point; therefore never pass 

Having discarded, you have no right to take the card back and 
the deal unless to save a euchre. 

discard another, even though you have made a mistake. Your 
opponent must profit by your mistakes as well as by your bad 
play or weak hand. 

The rules of the four-hand game apply equally to two-hand 
Euchre. 


THREE-HAND EUCHRE 

This game, as its name indicates, is played by three persons, 
and as each one plays for himself, and is therefore opposed by 
two adversaries, the game requires closer attention and the 
exercise of more judgment than any of the other Euchre games. 

This variety of the game of Euchre is, of course, in almost all 
points, identical with the four-hand game; although the object 
of the players, each being opposed to the two others, becomes 
greatly modified by circumstances. The only point of difference 
is in the march, which gives the successful player three points, 
following the analogy of the four-hand game, where a lone 
hand counts four, and the two-hand game, where a march counts 
two, one for each player. 

In two-hand Euchre the player may stand upon a slight 
hand, but not so in this game; to stand or order up he must 
have a good hand, inasmuch as he has two hands combined 
against him, and should he be euchred, both adversaries count 
two. 

Another important feature of the game is, that the play varies 
according to the stage of the game; for example: At the begin¬ 
ning of the game each player strives to make all he can for him¬ 
self ; at the first play the dealer makes a march and counts three; 
the next dealer makes one point, and the third dealer one; the 
first dealer again deals and turns down the trump, No. 2 passes 
and No. 3 makes the trump and a point; the game now stands 
thus: 

Dealer No. 1,.2 points. 

“ “2,.1 point. 

“ “3,.2 points. 

No. 2 now has the deal, and should he be euchred, No. 1 wins the 
game; therefore, while No. 1 plays to win the game by a euchre, 





28 Hoyle’s Standard Games 

No. 3 plays to let the dealer make a point, which would make the 
game stand thus: 

No. 1,.3 points. 

“ 2,.1 point. 

“3,.2 points. 


The deal is now with No. 3, and he will play to make a march 
and go out; No. 1 will oppose, and, if possible, euchre No. 3, 
which would of course put him out. It is, however, evidently 
the policy of No. 2 to prevent the euchre, and allow No. 3 to 
gain a point, that each may have another chance to win the 
game. No. 1 and No. 3 are now both three, and No. 1 deals, 
but not having a strong hand and fearing a euchre, he turns 
down the trump. No. 2 makes the trump and a point, his adver¬ 
saries playing to prevent him making a march. Each player is 
now three, and No. 2 deals; but as all are anxious to win the 
game without dividing the honor or profit, the dealer is permitted 
to make a point, but not a march, if his opponents can prevent 
it. 

No. 3 next strive to win by a march, but, as in the last case, 
his adversaries play to prevent him making more than one point, 
and the same strife occurs when No. 1 deals. 

Now, as each player is four, the game must terminate with the 
deal, so that the dealer must either make his point or be euchred, 
in which case both his adversaries win, and therefore on the last 
deal both non-dealers play the strength of their combined game 
against the common enemy, and thus beat him if they can. The 
dealer, however, has a remedy against a defeat, which is in this: 
If, upon examining his hand, he believes he cannot make a point, 
he can pass, and thus throw the deal elsewhere, thus having one 
more chance to win. And the same policy may be pursued by 
each player, until the game is played out. If two players go out 
together in consequence of a euchre, the elder hand of the two 
wins. 


SET-BACK EUCHRE 

This game may be played by two or more persons, and is 
governed by the same rules as ordinary Euchre, except in the 
manner of counting, as hereinafter explained. It is quite amusing 
and exciting, especially when played for money. 

Suppose four persons sit down to play, and agree that the pool 
shall be one dollar; each one contributes twenty-five cents. At 
the beginning of the game each player is five, and now the 
struggle commences to wipe out these scores and thus win the 
game. Each player plays for himself, and all are combined 
against him who orders up or plays the hand. Should any one 
not win a single trick, he has one point added to his score, and 
whoever is euchred is obliged to put another quarter into the pool, 
and has two points added to his score. 

The player who thinks he cannot take a trick has the right to 





SPOIL FIVE 

This game may be played by from two to ten players as in¬ 
dividuals (best five-hand or six-hand), with a deck of 52 cards. 

Ace of hearts is always third best trump. As trumps, the cards 
of the four suits rank as follows: Spades and Clubs, 5 (high), 
J, A hearts, A, K, Q, 2, 3, 4, 6, 7, 8, 9, to 10 (low). Diamonds, 

5 (high), J, A hearts, A, K, Q, 10, 9, 8, 7, 6, 4, 3, to 2 (low). 
Hearts, 5 (high), J, A, K, Q, 10, 9, 8, 7, 6, 4, 3, 2 (low). 

As lay (not trump) suits, the cards of the four suits rank as 
follows: Spades and Clubs, K (high), Q, J, A, 2, 3, 4, 5, 6, 7, 8, 
9 to 10 (low). Diamonds, K (high) Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 

2 to A (low). Hearts, K (high), Q, J, 10, 9, 8, 7, 6, 5, 4, 3, to 2 
(low). 

Instead of cutting, any player deals cards, one at a time, face 
up, around in rotation to the left, beginning with player next to 
him; first player receiving a jack deals. Any player may shuffle 
cards, dealer last, and player to dealer's right cuts, leaving at least 
five cards in each packet. 

Deal five cards to each player—three, then two, or two, then 
three, in rotation to the left, beginning with eldest hand. After 
each player has received five cards, the next card is turned for 
trump. If pack is found to be imperfect, or any but the trump 
card found faced in pack, same dealer deals again. Too many or 
too few cards dealt; cards exposed by dealer; failure to have 
cards cut, or to deal same number of cards to each player on 
same round; dealer counting cards on the table or in remainder 
of the pack, are misdeals, and next player on dealer’s left deals. 

Robbing the Trump. —Player holding ace of suit turned for 
trump may exchange any card in his hand for card turned, if he 
wishes; if not, he must request dealer to turn down trump card, 
thus announcing that he holds ace, otherwise he loses right to 
exchange ace for trump card, and his ace becomes lowest trump, 
even if it be the ace of hearts. If ace is turned, dealer may dis¬ 
card at once and take ace into his hand after first trick. Eldest 
hand should ask dealer to do this before leading, but if dealer 
does not want ace, he may play with his original hand, announcing 
this intention. . , . , __, 

The Play— The object of the game is to take tricks. Eldest 
hand leads any card. Players in turn, if able to follow suit, must 
either do so or trump. Should a player hold no card of suit led, 
he may either throw off a card of another suit, or trump. Highest 
card played of suit led wins trick, unless trumped, when highest 
trump played wins. . , „ . , . , , 

Reneging. —Holding either five or jack of trumps or ace of 
hearts, with no smaller trumps, when a trump lower than the 
one held is led, player need not follow suit, even though a higher 
card than the one he holds falls on the lead. 

33 


34 


Hoyle’s Standard Games 


Irregularities. —A hand discovered in play to have too many 
or too few cards, must be discarded, face down, and its holder 
forfeits his interest in pool for that hand, the others playing 
without him. Player retains any tricks he takes previous to 
discovery that his hand is incorrect. 

Player taking turned trump when he does not hold ace; 
exposing a card (except to lead or play to trick) after any player 
has taken two tricks; or throwing off when he should have fol¬ 
lowed suit, must discard his hand, face down, and forfeit his 
interest in that pool, on that and subsequent deals until pool is 
won. If not won on that hand, he must add to pool after each 
deal just as though be were eligible to win. 

Scoring. —Each player begins with an equal number of count¬ 
ers. Each player puts an equal number of counters in pool, and 
if pool is not won on first deal, each dealer in turn adds another 
counter. After pool is won, each player puts up equal number 
of counters for new pool. 

Player who takes three tricks and immediately abandons 
balance of his hand, wins the pool. Should he continue to play, 
and take all five tricks, he wins pool, and in addition each player 
must give him one counter. Should he continue after taking 
three tricks, and fail to take all five, he loses pool. Pool then 
goes to next player winning three or five tricks. 

Game. —First player losing all his counters loses game; or first 
player winning an agreed number of counters wins the game. 

FORTY-FIVE 

This is a variation of Spoil Five and may be played by two 
players as individuals or by four or six as partners (two against 
two and three against three, respectively). Game is scored by 
points; side taking three or four tricks scores 5 points; five tricks, 
10 points. Sometimes each trick counts 5 points, and score of 
side taking fewest tricks is deducted from that of side taking 
most tricks. Thus three tricks count 5; four tricks, 15; five tricks, 
25 points. 45 points is game. 


AUCTION PITCH 

Auction Pitch is played with a pack of fifty-two cards, which 
rank as at Whist, and by any number of persons from four to 
eight. 

The deal is determined by cutting; the player cutting the 
highest card deals. Ace is high. 

After the deal has been determined, and the cards have been 
shuffled and cut by the player to the right of the dealer, the deal¬ 
er delivers six cards to each player, three at a time, in rotation, 
beginning with the player to his left. No trump is turned. After 
the first hand has been played, the deal passes in rotation to the 
left. 

After the cards have been dealt, the eldest hand (the player 
to the left of the dealer) proceeds to sell the privilege of pitching 
the trump. 

Each player in turn has the right to make one bid, but no 
more. 

The bidding proceeds in rotation, beginning with the player to 
the left of the eldest hand. The eldest hand has the last say, 
and may either sell to the highest bidder, or decline to sell, and 
pitch the trump himself. 

If the seller declines to entertain the highest bid, and pitches 
the trump himself, he is entitled, if successful, to score all the 
points he may make; but if he fails to make as many points as 
the highest number offered, he must be set back just that number 
of points, and he cannot score anything he may have made during 
the play of that hand. 

A player whose bid has been accepted may score not only the 
number of points he bid, if he makes them, but also any points 
he may make in excess thereof. 

If a player buys the privilege of pitching the trump and fails 
to make or save the necessary number of points he must be set 
back the number of points he bid, and he cannot score anything 
he may have made during the play of that hand. 

The seller, when he accepts a b’d, scores the points at once, 
and before a card is led. 

If no bid is made, the seller must pitch the trump himself. 

The game is seven or ten points, as agreed. All points a player 
may make are deducted from his score. All points a player may 
be set back are added to his score. The player whose score is 
first reduced to nothing wins the game. 

The points rank and are scored in the following order of 
precedence: 

1. High (the highest trump out). 2. Low (the lowest trump 
out). 3. Jack (the knave of trumps). 4. Game. 

Low scores for the player who originally held it. Jack may be 

35 


36 


Hoyle’s Standard Games 


taken with any superior trump, and scores for the player who 
makes or saves it. Game counts one point for player whose 
cards, taken in tricks won by him, figure highest; tens counting 
10 each, aces 4, kings 3, queens 2, jacks 1. 

In the event of a tie in counting game, that point is not scored 
by either party. 

playing the hand 

After it has been determined who is to pitch the trump, the 
player having that privilege must lead a card of the suit he makes 
trump. Each player, beginning with the player to the left of the 
leader, plays a card to the lead. When all the players have 
played to the lead, that constitutes a trick. 

The highest card of the suit led wins the trick, and the winner 
of the trick has the next lead. 

After the first trick it is not compulsory to lead a trump, and 
a player may lead a card of any suit he chooses. 

Each player must follow suit if he can, unless he choose to 
trump. If he has no card of the suit led, he is not compelled to 
trump, but may play a card of any suit he chooses. 

The playing proceeds in this way until all the cards held by 
each of the players are played out. After the hand is played 
the scores are made, and a neW deal ensues; this is continued 
until some player wins the game. 

If a player make a revoke he is debarred from scoring any 
point he may have made in the play of the hand; and in addition 
the revoking player must be set back the highest number of points 
that was bid (in the hand) for the privilege of pitching the trump. 

Any loss an innocent player may have sustained by reason of 
the revoke, if claimed, must be rectified and made good, provided 
the same can be clearly demonstrated by subsequent examination 
of the tricks. 

In all other particulars this game is governed by the laws of 
Seven-up. 


SMUDGE 

A variety of Auction Pitch, bidding to the board, in which a 
player making four points, after having bid four, wins the game 
if he was not in the hole when he made the bid. 


SEVEN UP 

(All-Fours—Old Sledge) 

This game, usually played by two and sometimes by three, as 
individuals, or by four as partners (two against two), with a full 
pack, was originally known as All-Fours, and derived that name 
from the four chances for each of which a point is scored, namely: 
high , the best trump out; low, the smallest trump dealt; jack , 
the knave of trumps; game , the majority of pips reckoned from 
such of the following cards as the respective players have in their 
tricks, viz.: every ace is counted as 4; king, 3; queen, 2; knave, 
1; and ten for 10. Low is always scored by the person to whom it 
was dealt; but jack being the property of whoever can win or 
save it, the possessor is permitted to revoke and trump with that 
card, and w T hen turned up as trump the dealer scores; it is also 
allowable for the player who lays down a high or low trump to 
inquire at the time whether the same be high or low. 

After cutting for deal, at which either the highest or lowest card 
wins, as previously fixed, six cards are to be given to each player, 
either by three or one at a time, and the next turned up for 
trump; then if the eldest does not like his card, he may, for once 
in a hand, say, “I beg,” when the dealer must either give a point 
or three more cards to each, and turn up the next for trump; 
but if that should prove of the same suit as the first turned up. 
then three cards more are to be given, and so on till a different 
suit occurs. The cards rank as at Whist, and each player should 
always strive to secure his own tens and court cards, to take 
those of the adversary, to obtain which, except when commanding 
cards are held, it is usual to play a low one to throw the lead into 
the opponent’s hand. Seven or ten points form the game, which 
may be set up as at Whist, though a very customary method is 
to draw two-cards from the pack, and lay them one on the other, 
so as to exhibit only the number of pips the player has gained. , 

When the dealer shows any of his adversary’s cards a new deal 
may be demanded, but in showing his own he must abide by the 
same. 

If discovered, previous to playing, that too many cards are 
given to either party, a fresh deal may be claimed, or the extra 
cards drawn out by the opponent; but should even a single card 
have been played, then there must be another deal. 

With strict players the adversary may score a point whenever 
his opponent does not trump or follow suit, and each calculates 
his game without inspecting the tricks, which, when erroneously 
set up, must not only be taken down, but also the antagonist 
either s ores four points or one as shall have been agreed on. 

CALIFORNIA JACK 

A variation of Seven-up for two or four players. Deal same 
as Seven-up, and turn remainder of pack face up. Top card in- 

37 


38 


Hoyle’s Standard Games 


dicates trump suit (or cards may be cut for trump suit before 
the deal). Eldest hand leads, and winner of first trick takes the 
top card from pack, and each player to left in turn takes one 
card. Winner of one trick leads to next, etc., until cards in pack 
and hands are exhausted. Points count same as in Seven-up, 
except that low counts for player or side winning it in a trick. 
Ten points is game. 


SHASTA SAM 

A variation of California Jack in which the pack remains face 
down instead of face up. The trump is determined by cutting 
before the deal. 


PEDRO SANCHO 

The game of Pedro Sancho is played the same as Auction 
Pitch or All-Fours, with the following exceptions: 

1. The five of trumps is called Pedro, and counts five in the 
score. 

2. The nine of trumps is called Sancho, and counts nine in the 
score. 

3. It is possible to hold eighteen points in one hand, and the 
points score and take precedence in the following order, viz.: 1st, 
high; 2d, low; 3d, jack; 4th, game, one point each. 5th, Pedro, 
five points; 6th, Sancho, nine points. (Game counts one point 
for player whose cards, taken in tricks won by him, figure highest; 
tens counting 10 each, aces 4, kings 3, queens 2, jacks 1.) 

4. Pedro and Sancho, like jack and game, are not sure cards; 
they may be respectively captured by any trump of a higher 
denomination, and count in the score of the winner of the trick 
containing them. 

5. The dealer sells the trump, not the eldest hand, as in 
Auction Pitch. 

6. The bids may pass around the board one or more times, 
until all the players are satisfied. For instance: after all the 
players (once around) have bid or refused, they may again, in 
turn, supersede their former bids; and this process may be re¬ 
peated until the highest possible bid that can be obtained has 
been made, and accepted or rejected by the dealer. 

7. The game is won by the player who first scores fifty points. 

In scoring, each player commences with fifty points (or more, 

if previously agreed). All points made are deducted from the 
player’s score; any accepted bid not accomplished is added to 
his score. The player whose score is first reduced to nothing 
wins the game. 

The game is usually kept by a scorer, chosen by mutual agree¬ 
ment. It is his business to see that the points claimed by any 
player are in accordance with the cards held by him; he must 
also declare the state of the game, when requested to do so by 
any of the players. 

A player whose bid has been accepted is permitted to score 
not only the amount of his bid, when he has made it, but also 
any points he may succeed in making in excess of his bid. 

If the dealer refuses to entertain the highest bid, he is entitled 
to score all the points he makes; but if he fails to make as much 
as the highest bid offered, he is set back just that number of 
points. 

The first object for a player to attain in this game is, of course, 
to make points for his own score; but, if he finds that he is not 

39 


40 


Hoyle’s Standard Games 


able to succeed, his next endeavor should be to do all in his 
power to set back the player who is striving to secure the amount 
of his bid; in doing this, however, strict attention must be paid 
to the state of the score, and the play regulated in accordance 
with it. Thus, it is good policy, when a player holds points 
which he finds he cannot make, to play them, if possible, into 
the hands of the one whose score is lowest. It is even better to 
let these points go to the bidder, if his score is low, than to 
permit them to fall to another player whose score already stands 
high. 

If two players have already reduced their score to two, and one 
of them has made high, game, Pedro and Sancho, the other 
player could go out before him with low and jack. 

The foregoing is the method usually adopted for playing the 
game of Pedro Sancho. There are, however, a few modifications 
which find favor in some localities. These are as follows: 

1. When four play, the four threes may be discarded from the 
pack, and twelve cards dealt to each player, so that all the cards 
are in play. For eight players, six cards to each will produce the 
same result. W T hen less than four play, nine or twelve cards may 
be dealt to each, as agreed upon, to increase the chances of 
counting-cards being out. 

2. The deuce only is low, and is not a sure card, as in the 
regular game, but counts for the taker instead of the holder. If 
the deuce of trumps has not been dealt, no point can be scored 
for low. 

3. Game is represented solely by the ten of trumps, which can 
be captured by any higher trump. If the ten has not been dealt, 
no one can score the one point for game. 

4. The player who has the pitch can only, if successful, score 
the amount of his bid, the other players scoring at the close of 
the round any points each has made. 

5. The game is also played without Sancho, making the score 
only nine points, and game twenty-one points. This variety is 
generally known as “Pedro.” 


DOM PEDRO 

Dom Pedro (or Snoozer) is the same as Pedro Sancho, with 
the joker (called Dom Pedro or Snoozer) added to the pack. The 
joker ranks below the deuce of trumps in play and counts 15 
points for the taker of the trick in which it is played. It does 
not score low, but is a trump and wins over any card in pi am 
suits. The game is 50 or 100 points. 


) 



DRAW POKER 

Draw Poker is played with a pack of fifty-two cards, and by 
any number of persons from two to six. 

Before the dealer begins to deal the cards, the player next to 
his left, who is called the ante-man or age, must deposit in the 
pool an ante not exceeding one-half the limit previously agreed 
upon. This is called a blind. 

The deal is performed by giving five cards to each player, one 
at a time, beginning with the player to the left of the dealer. 

GOING IN ON THE ORIGINAL HAND 

After the cards have been dealt the players look at their hands, 
and each player in rotation, beginning with the player to the 
left of the age, determines whether he will go in or not. Any 
player who decides to go in, that is, to play for the pool, or ‘“pot,” 
must put into the pool double the amount of the ante, except the 
player holding the age, who contributes the same amount as his 
original ante. This makes the blind good, and all the players 
interested in that hand will have contributed alike. 

Those who decline to play throw their cards, face downward, 
upon the table in front of the next dealer. 

Any player when it is his turn, and after making the ante 
good, may raise, i.e., increase the ante any amount within the 
limit of the game; the next player, after making good the ante 
and raise, may then also raise it any amount within the limit; 
and so on. Each player, as he makes good and equals the other 
players who are in before him, may thus increase the ante if he 
chooses, compelling the others to equal that increase or abandon 
their share of the pool. 

Each player who raises the ante must do so in rotation, going 
round to the left, and any player who remains in to play must 
put in the pool as much as will make his stake equal to such 
increase, or abandon all he has already contributed to the pool. 

THE STRADDLE 

Another feature that may be introduced when betting upon 
the original hand is the straddle. The straddle is nothing more 
than a double blind. For example: 

A, B, C, D and E play. A deals. B, the player holding the 
age, antes one chip. C can straddle B’s ante by putting in the 
pool two chips, provided he does so before the cards are cut for 
the deal. D may double the straddle, i.e., straddle C, and so on 
up to the age, provided the bets do not exceed the limit. In the 
above instance, supposing C only to straddle, it would cost D, E 


42 


Hoyle’s Standard Games 


and A each four chips to go in, and it would cost B three and C 
two chips. Each straddle costs double the preceding one. 

The straddle does not give the player the age, it only gives him 
the first opportunity to be the last in before the draw; that is. 
the player to the left of the last straddler, after looking at his 
hand, and before the draw, must be the first to declare whether 
he will make good the straddle, and so on, in rotation, up to the 
player who made the last straddle. After the draw, the player to 
the left of the age must make the first bet, provided he remains 
in. A good player very rarely straddles. 

FILLING THE HANDS 

When all are in who intend to play, each player has the right 
to draw any number of cards he chooses, from one to five, or he 
can retain his cards as originally dealt to him. If a player draws 
cards, he must discard a like number from his hand previous to 
drawing, and the rejected cards must be placed face downward 
upon the table near the next dealer. 

The dealer asks each player in rotation, beginning with the 
holder of the age, how many cards he wants, and when the player 
has discarded he gives the number requested from the top of the 
pack. When the other hands have been helped, the dealer, if he 
has gone in and wants cards, then helps himself last. 

BETTING, RAISING AND CALLING 

When all the hands are filled, the player to the left of the age 
has the first say, and he must either bet or retire from the game, 
forfeiting what he has already staked. The same with all the 
other players, in rotation, up to the age. When a player makes 
a bet, the next player must either see him, i.e., put in the pool an 
equal amount, or go better, i.e., make the previous bet good, and 
raise it any amount not exceeding the limit; or he must pass out. 
This continues either until some one player drives all the others 
out of the game and takes the pool without showing his hand or 
until all the other players who remain in see the last raise (no 
one going better) and call the player who made the last raise. In 
this event, i.e., when a call is made, the players remaining in all 
show their hands, and the strongest hand takes the pool. 

The following is an example illustrating the mode of betting 
before and after the draw: The limit is thirty chips, and A, B, 
C, D and E are the players. A deals. B, holding the age, antes 
one chip; C goes in and puts up two chips; D makes good and 
raises ten chips, putting in twelve chips; E passes out of the 
game; A makes good, sees D’s raise, putting in twelve chips; B 
makes good, sees D’s raise, and goes five chips better, this costing 
him. sixteen chips; C passes out and abandons the two chips he 
has already put in; D sees B’s raise, and bets the limit better, 
contributing thirty-five chips; A sees D, and deposits thirty-five 
chips; B also sees D, and puts thirty chips in the pool. A, B and 


Draw Poker 


43 


D now each have forty-seven chips in the pool, which, together 
with the two chips abandoned by C, make a total of one hundred 
and forty-three chips. 

After the hands are filled, B holding the age, and C having 
passed out, it becomes D’s say, i.e., D’s turn to declare what he 
will do. D determines to stake five chips; A sees D’s bet and 
goes thirty chips better, and puts up thirty-five chips; B sees A, 
and deposits thirty-five chips; D makes good, putting up thirty 
chips, and calls A. 

Each of the players now has eighty-two chips in the pool, 
which, including the two chips which C forfeited, makes a total 
of two hundred and forty-eight chips. They show their hands, 
and A, having the best hand, captures the pool. 

Suppose that instead of B and D calling A, they had passed 
out. Then A would have taken the pool without showing his 
hand. 

If all the players pass, up to the age, the latter takes the pool, 
and the deal ends. 


THE OLD-FASHIONED GAME 

The foregoing is a description of what is called modern Draw 
Poker, and is the game now almost universally played in this 
country; but some old-fashioned players, who object to a com¬ 
pulsory blind, which the ante of the player holding the age really 
is, prefer the old game of Draw Poker, which differs from the 
modem game in the following particulars: 

1. The dealer opens the hand by putting up a fixed ante before 
dealing, which is not, in the strict sense of the term, a bet or a 
blind. 

2. The age alone has the privilege of going a blind, provided 
he does so before the cards are cut for the deal, but this is 
optional, and not compulsory. 

3. Previous to the draw any player may pass and afterwards 
come in again, provided no bet or blind has been made before 
he passes. 

4. If, previous to the draw, all the players, including the dealer, 
pass without making a bet, the hand is ended, and the eldest hand 
puts up an ante and deals. This contingency is not likely to occur 
very often. 


VALUES OF THE HANDS 

The values of the hands are as follows, commencing with the 
lowest: 

1. One Pair .—(Accompanied by three cards of different de¬ 
nominations.) If two players each hold a pair, the highest pair 
wins; if the two are similar, the highest remaining card wins. 

2. Two Pairs .—(Accompanied by a card of another denomi¬ 
nation). If two players each hold two pairs, the highest pairs 
win. 

3. Triplets (that is, three cards of the same denomination, not 


44 Hoyle’s Standard Games 

accompanied by a pair).—The highest triplets win. Triplets beat 
two pairs. 

4. A Straight (that is, a sequence of five cards not all of the 
same suit).—An ace may either begin or end a straight. For 
example: Ace (highest), king, queen, jack, ten, is a straight, and 
the highest straight. Five, four, three, two, ace (lowest) is a 
straight, and the lowest straight. An ace cannot occupy an inter¬ 
mediate position, thus: King, queen, ace, two, three, is not a 
straight. If more than one player hold a straight, the straight 
headed by the highest card wins. A straight will beat triplets. 

Straights are not always played; it should therefore be deter¬ 
mined whether they are to be admitted at the commencement 
of the game. If, however, it has been agreed before commencing 
to play that straights are to be counted in the game, a straight 
flush outranks four cards of the same denomination, four aces, 
for instance. 

5. A Flush (that is, five cards of the same suit not in sequence). 
—If more than one player holds a flush, the flush containing the 
highest card wins; if the highest cards tie, the next highest cards 
in these two hands win, and so on. A flush will beat a straight, 
and consequently triplets. 

6. A Full (that is, three cards of the same denomination and 
a pair).—If more than one player holds a full, the highest triplets 
win. A full will beat a flush. 

7. Fours (that is, four cards of the same denomination, accom¬ 
panied by any other card).—If more than one player holds fours, 
the highest fours win. When straights are not played, fours 
beat a straight flush. 

8. A Straight Flush (that is a sequence of five cards, all of the 
same suit).—If more than one player holds a straight flush, the 
winning hand is determined in the same manner as the straight, 
which see. When straights are not played, the straight flush 
does not rank higher than a common flush, but when straights 
are played, it is the highest hand that can be held, and beats 
four of a kind. 

When none of the foregoing hands are shown, the highest card 
wins; if these tie, the next highest in these two hands, and so on. 

If, upon a call for a show of cards, it occurs that two or more 
parties interested in the call hold hands identical in value, and 
those hands are the best out, the parties thus tied must divide 
the pool, share and share alike. 


TECHNICAL TERMS USED IN POKER 

Age .—Same as eldest hand. 

Ante .—The stake deposited in the pool by the age at the 
beginning of the game. 

Blaze —This hand consists of five court cards, and when it is 
played, beats two pairs. 

Blind .—The ante deposited by the age previous to the deal. 
The blind may be doubled by the player to the left of the eldest 


Draw Poker 


45 


hand, and the next player to the left may at his option straddle 
this bet; and so on, including the dealer, each player doubling. 
The player to the left of the age alone has the privilege of the 
first straddle, and if he decline to straddle, it debars any other 
player coming after him from doing so. (See note to Rule 17.) 
To make a blind good costs double the amount of the ante, and to 
make a straddle good costs four times the amount of the blind. 
Each succeeding straddle costs double the preceding one. 

Bluff .—Playing one’s hand in such fashion as to make other 
players believe it is better than it is, so that they shall refuse to 
see your bet and you will take the pot without having to show 
your hand. 

Call .—\\hen the bet goes round to the last better, a player 
who remains in, if he does not wish to see and go better, simply 
sees and calls, and then all those playing show their hands, and 
the highest hand wins the pool. 

Chips .—Ivory or bone tokens, representing a fixed value in 
money. 

Chipping, or to Chip .—Synonymous with betting. Thus a 
player instead of saying, “I bet,” may say, “I chip,” so much. 

Discard .—To take from your hand the number of cards you 
intend to draw and place them on the table, near the next dealer, 
face downward. 

Draw .—After discarding one or more cards, to receive a cor¬ 
responding number from the dealer. 

Eldest Hand, or Age .—The player immediately at the left of 
the dealer. 

Fill .—To match or strengthen the cards to which you draw. 

Foul Hand .—A hand composed of more or less than five cards. 

Freeze-Out .—In Freeze-out Poker each player exposes an equal 
amount at the beginning of the game, which cannot be added to 
from any source other than winnings from other players. No 
player can retire with any of this stake until the close of the 
game or the hour fixed for its close. No player can be deprived 
of a call if he puts up all his money, and no player, when his 
money is exhausted, can borrow or contribute in the game on 
credit under any circumstances. 

Going Better .—When any player makes a bet it is the privilege 
of the next player to the left to raise him, that is, after making 
good the amount already bet by his adversary, to make a still 
higher bet. In such a case it is usual to say, “I see you and go 
(so much) better,” naming the extra sum bet. 

Going In .—Making good the ante of the age and the straddles 
(if any), for the privilege of drawing cards and playing for the 
pool. 

Jack-Pots .—This is a Western modification introduced into the 
game, and is fully explained further on. 

Limit .—A condition made at the beginning of a game, limiting 
the amount of any single bet or raise. 

Making Good .—Depositing in the pool an amount equal to any 


46 


Hoyle’s Standard Games 


bet previously made. This is done previous to raising or calling 
a player, and is sometimes called seeing a bet. 

Original Hand. —The first five cards dealt to any player. 

Pat Hand. —An original hand not likely to be improved by 
drawing, such as a full, straight, flush, or pairs. 

Pass. —“I pass” is a term used in Draw Poker to signify that a 
player throws up his hand and retires from the game. 

Pot. —The pool, or amount to be played for. 

Raising a Bet .—The same as “going better.” 

Say. —When it is the turn of any player to declare what he will 
do, whether he will bet or pass his hand, it is said to be his say. 

Seeing a Bet .—The same as making good. 

Straddle. — See Blind. 

Table Stakes .—A table stake simply means that each player 
places his stake where it may be seen, and that a player cannot 
be raised more than he has upon the table; but at any time be¬ 
tween deals he may increase his stake from his pocket, or he 
may put up any article for convenience’ sake, say a knife, and 
state that he makes his stake as large as any other player’s, and 
he is then liable to be raised to any amount equal to the stake 
of any other player, and must make good with cash. When play¬ 
ing table stakes, if a player has no money on the table, he must 
put up or declare his stake previous to raising his hand, and, 
failing to do this, he must stand out of the game for that hand. 


RULES OF DRAW POKER 

CUTTING AND DEALING 

1. The deal is determined by throwing around one card to each 
player, and the player who gets the lowest card deals. 

2. In throwing for the deal, the ace is lowest and the king 
highest. Ties are determined by cutting. 

3. The cards must be shuffled above the table; each player 
has a right to shuffle the cards, the dealer last. 

4. The player to the right of the dealer must cut the cards. 

5. The dealer must give each player one card at a time, in 
rotation, beginning to his left, and in this order he must deliver 
five cards to each player. 

6. If the dealer deals without having the pack properly cut, or 
if a card is faced in the pack, there must be a fresh deal. The 
cards are re-shuffled and re-cut, and the dealer deals again. 

7. If a card be accidentally exposed by the dealer while in the 
act of dealing, the player to whom such card is dealt must accept 
it as though it had not been exposed. (See Rule 16.) This rule 
does not apply when a card is faced in the pack. 

8. If the dealer gives to himself, or either of the other players, 
more or less than five cards, and the player receiving such a 
number of cards discovers and announces the fact before he raises 
his hand, it is a misdeal. The cards are re-shuffled and re-cut, 
and the dealer deals again. 


Draw Poker 


47 


9. If the dealer gives to himself, or either of the other players, 
more or less than five cards, and the player receiving such im¬ 
proper number of cards lifts his hand before he announces the 
fact, no misdeal occurs, and he must retire from the game for 
that hand. 

10. After the first hand the deal proceeds in rotation, beginning 
with the player to the left of the dealer. 


DISCARDING AND DRAWING 

11. After the deal has been completed, each player who re¬ 

mains in the game may discard from his hand as many cards as 
he chooses, or his whole hand, and call upon the dealer to give 
him a like number from the top of those remaining in the pack. 
The eldest hand must discard first, and so in regular rotation 
round to the dealer, who discards last; and the players must 
discard before any party is helped. [For the sake of convenience, 
each player should throw his discarded cards face downward upon 
the table near the next dealer.] ♦ 

12. Any player, after having asked for fresh cards, must take 
the exact number called for; and after cards have once been 
discarded, they must not again be taken in hand. 

13. Any player, previous to raising his hand or making a bet, 
may demand of the dealer how many cards he drew, and the 
latter must reply correctly. By raising his hand or making a 
bet, the player forfeits the right to inquire and removes the 
obligation to answer. 

14. Should the dealer give any player more cards than the 
latter has demanded, and the player discover and announce the 
fact before raising his cards, the dealer must withdraw the 
superfluous cards and restore them to the pack. But if the player 
raises the cards before informing the dealer of the mistake, he 
must retire from the game during that hand. 

15. Should the dealer give any player fewer cards than the 
latter has discarded, and the player discover and announce the 
fact previous to lifting the cards, the dealer must give the 
player from the pack sufficient cards to make the whole number 
correspond with the number originally demanded. If the player 
raises the cards before making the demand for more, he must 
retire from the game during that hand. 

16. If a player discards and draws fresh cards to his hand, and 
while serving him the dealer exposes one or more of the cards, 
the dealer must place the exposed cards upon the bottom of the 
pack, and give the player a corresponding number from the top 
of the pack after all the other active players have been served. 
(See Rule 8.) 


BETTING, CALLING AND SHOWING 

17. In opening the pool before the cards are dealt, the age 
makes the first ante, which must not exceed one-lialf the limi* 


48 


Hoyle's Standard Games 


After the cards are dealt, every player in his proper turn, begin¬ 
ning with the player to the left of the age, must make the ante 
good by depositing double the amount in the pool, or retire from 
the game for that hand. [This opening bet of the age is simply 
a compulsory blind. Many fine poker players consider this 
objectionable and prefer the old-fashioned game, as follows: 
1. The dealer antes a fixed sum previous to dealing, which is not 
a bet or a blind. 2. The age may go a blind, but this is optional, 
and not compulsory. 3. Previous to the draw, any player may 
pass and come in again, provided no bet or blind has been made 
before he passes.] 

18. After the cards have been dealt, any player in his proper 
turn, beginning with the player to the left of the age, after making 
good the age’s ante, may raise the same any amount not exceed¬ 
ing the limit of the game. 

19. After the hands are filled, any player who remains in the 
game may, in his proper turn, beginning with the player to the 
left of the age, bet or raise the pool ,any amount not exceeding 
the limit oh the game. 

20. After the draw has been made, the eldest hand or age has 
the privilege of deferring his say until after all the other players 
have made their bets or passed. The age is the last player to 
declare whether he will play or pass. If, however, the age pass 
out of the game before the draw, then the next player to his 
left (in play), after the draw, must make the first bet, or failing 
to bet, must pass out. The privileges of the age cannot be trans¬ 
ferred. 

21. If a player in his regular turn bets or raises a bet any 
amount not exceeding the limit of the game, his adversaries 
must either call him, go better, or retire from the game for that 
hand. When a player makes a bet he must deposit the amount 
in the pool. 

22. If a player makes good or sees a bet, and calls for a show 
of hands, each player must show his entire hand to the board, the 
caller last, and the best poker hand wins the pool. 

23. If a player bets or raises a bet, and no other player goes 
better or calls him, he wins the pool, and cannot be compelled 
to show his hand. 

24. Upon a show of hands, if a player miscalls his hand, he does 
not lose the pool for that reason, for every hand shows for itself. 

25. If a player passes or throws up his hand, he passes out of 
the game, and cannot, under any circumstances whatever, parti¬ 
cipate further in that game. 

26. Any player betting with more or less than five cards in his 
hand loses the pool, unless his opponents all throw up their 
hands before discovering the foul hand. If only one player is 
betting against the foul hand, that player is entitled to the ante 
and all the money bet; but if there are more than one betting 
against, him, then the best, hand among his opponents is entitled 
to the pool. 


Draw Poker 


49 


¥ a ma ^ es a bet an d an adversary raises him. and 

the player who made the previous bet has not money sufficient 
to see the raise he can put up all the funds he may have and 
call for a show for that amount. 

28. None but the eldest hand (age) has the privilege of going 
a b i!i nd ;i T 1 }? P^y next to the left of the eldest hand may 
double the blind, and the next player straddle it, the next double 
the straddle, and so on, but the amount of the straddle, when 
good, must not exceed the limit of the game. 

29. A player cannot straddle a blind and raise it at the same 
on’ ?r° r i can , ary P layer raise a blind before the cards are dealt. 

, the player to the left of the age declines to straddle a 

blind, he debars any other player from doing so. 


JACK-POTS 

The jack-pot is a modification introduced in the game of 
Draw Poker and is played as follows: 

When all the players pass up to the blind hand, the latter 
allows his blind to remain in the pot, and each of the other 
players deposits a similar amount. The blind now deals, and 
any player, in his regular turn, may open or break the pot, pro¬ 
vided he holds a pair of jacks or better; but a player is not 
compelled to do so, this being entirely optional. 

Each player in turn, commencing with the one at the left of 
the dealer, declares whether he can or will open the pot; if he 
declines to open he says: “I pass.” If he has the requisite hand 
and elects to open, he says: “I open.” 

If no player opens the pot, then each player deposits in the 
pool the same amount that was previously contributed or such 
amount as may be agreed upon, and the deal passes to the next 
player. The same performance ensues until some player holds 
the necessary cards and is willing to break the pot. 

A player may break the pot for any amount within the limits 
of the game, and each player in turn must make the bet good, 
raise it, or pass out. 

After all the players who determine to go in have made good, 
and the hands have been filled, then the player who opened the 
pot makes the first bet. 

If all pass up to the player who broke the pot, the latter takes 
the pool and can only be compelled to show the jacks, or better, 
necessary to break the pot. 

A player who breaks the pot on a pair may split the pair in 
order to draw to a four flush or straight (if the latter be played); 
but if he does so, he must lay the discard to one side, separate 
from any other cards, so that, after the result has been determined, 
he may satisfy the other players that he broke the pot with a 
legal hand. If this precaution is not observed, and attention 
called to it, the delinquent is subject to penalty prescribed in 
the following rule: 


50 


Hoyle’s Standard Games 


When a player breaks the pot without holding the requisite 
cards to do so, he must deposit in the pool, as penalty, twice 
the amount of his original bet. [The amount of penalty for 
such an error should preferably be mutually agreed upon before 
opening the game. The above penalty seems light enough, con¬ 
sidering the injustice that an error of this kind might work on 
the rest of the players. It has been suggested that ten times the 
original ante would not be an excessive penalty.] 

If no player come in except the one who broke the pot on an 
insufficient hand, a new hand must be dealt and the penalty 
added to the pot. 

If one or more players participate in the call when such an 
error as the foregoing occurs, the player holding the best hand 
outside the delinquent player takes the pool; or if a player 
drives the original breaker and all others out, then the pool 
must go to him. 

Progressive Jack-pots are played as follows: When, after a 
deal, no one opens the game, the players each place another 
chip in the pool, new hands are dealt, etc., as before described, and 
no player can, under the second deal, open with less than queens 
or better. If a third deal becomes necessary, it requires kings or 
better to break the pot; and should it come to a fourth deal, it 
takes aces or better, and so remains for any subsequent deals, 
until some player can and will break the pot. 

STRAIGHT POKER 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

Draw Poker- rules govern in this game in regard to cards, pre¬ 
liminaries, values of hands, foul hands, and limits. 

Each player antes an equal amount. The dealer serves each 
player with five cards, dealing as in Draw Poker. There is no 
draw. 

Beginning at dealer’s left, each player in turn either passes or 
bets. He may pass and hold his hand till a bet is made, and 
then in his next turn may bet. If he passes after a bet is made, 
he must discard his hand. 

When a bet is made, the next player, and the others in turn, 
either pass, stay (bet an equal amount), or raise, till all who 
stay have an equal amount in the pool. Then on the show-down 
the highest hand takes the pool. If there is a tie, the pool is 
divided. If any player makes a bet that no other player will 
see, the pot goes to such better. 

The winner of each pot deals for the next. 

STUD POKER 

Draw Poker rules govern in this game in regard to cards, pre¬ 
liminaries, values of hands and limits. 


Whiskey Poker 


51 


Before the deal, the player on the dealer’s left may, if he desires, 
put up a blind. The dealer serves one card, face down, to each 
player around to the left. Each player in turn must then decide 
after receiving his card, which he looks at, whether to pass, stay 
or raise. If he passes, he throws his one card in the discard 
pile and is out for that deal. If he stays, he puts up double the 
blind, at the same time raising (within the limit) if he so desires. 
The betting then proceeds as in Draw Poker until all players 
have either passed or seen all raises, after which the second 
round is served, face up. 

If there has been no blind, the dealer serves two rounds before 
betting begins, first round face down, second round face up. The 
player receiving the highest card on this round must then bet or 
pass, when the others in turn pass, stay (bet an equal amount) or 
raise as before. If two or more cards of the same denomination 
are high, the player receiving the first of them makes the first 
bet. 

The dealing continues until each active player has received 
five cards, one face down, four face up. 

After each round the betting follows as described, the player 
having the highest cards showing betting first on each round. 
If he prefers, he may pass after the first round, when the next 
player may begin the betting, and all must pass out or bet an 
equal amount. If at any time any player makes a bet that no 
other player will see he takes the pot, and deals the next hand. 

If two or more players stay to the finish, the highest hand 
takes the pot. If there is a tie, the pot must be divided. 

If the dealer exposes a card too soon— i.e. y if, before betting 
is concluded on a round, he begins serving another, the card or 
cards so shown must be thrown in the discard, and the dealer 
should be made to pay a forfeit, to be agreed upon beforehand. 


WHISKEY POKER 


Dealer serves five cards, face down, one at a time, to each 
player in the game, including himself, and to an extra hand in 
the middle of the table, called the “widow.” He must serve ah 
the other players in turn, around to the left, then to the widow, 

then himself last. . 

Any player who is willing to play his hand as it is signifies it 
by knocking on the table. 

Each player, beginning on dealer’s left, may knock, pass, or 
take the widow. If any player knocks on the first round, the 
widow is turned face up on the table. The next player, and all 
the others in turn, except the one who knocked, may each 
draw one card from the widow, at the same time replacing it 
with a card from his hand. Or any player in his turn, at any 
time in the game, may discard his entire hand and take the entire 
widow in its place. 


52 


Hoyle’s Standard Games 


If any player takes the widow before it has been turned over 
he does not expose it, but must place his own cards on the table 
face up. The other players may then draw in turn, till some 
one knocks. 

If all pass on the first round, the dealer, after passing, turns 
the widow face up, and the game proceeds. 

After one knocks, the others may have one more draw from 
the widow in turn, or may retain their hands without drawing, 
No player can draw after he has knocked. 

After the knock, and the final round of draws, all hands must 
be shown. The highest takes the pot if a pot has been made; 
or the lowest pays the forfeit agreed upon beforehand. 


DEUCES WILD 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

This recent addition to the varieties of Poker is rapidly be¬ 
coming popular wherever players of average ability wish to 
neutralize the technical knowledge of values possessed bv the 
old-school players, or where it is desirable to add a little excite¬ 
ment to the game. 

The Pack. —Any of the standard poker packs may be used; 52 
cards, with or without the joker, or the short pack of 44 cards, 
with or without the joker, but the cards deleted from the short 
pack must be the 3’s and 4’s, leaving in the deuces. 

The Deuces. —These four cards may be called anything the 
holder of one or more of them pleases, the same privilege being 
accorded to the joker, if it is in the pack. Two aces and a deuce 
may be called three aces. The 10, 8, 6 of hearts and two deuces 
may be called three 10’s, three 8’s, three 6’s, or a straight, or a 
straight flush. 

Blind and Ante.— The dealer puts up the amount agreed upon 
for the blind, and every pot is a jack, but there is no opening 
qualification required. Each player in turn to the left of the 
dealer may open it by putting up an ante that is double the 
amount of the dealer’s blind, and may raise it to any amount 
within the limit agreed upon for betting. As soon as any player 
opens by putting up an ante, each player in turn to the left, in¬ 
cluding those who previously passed, may come in. 

The Betting.— The first player who puts up an ante, called the 
opener, must make the first bet, and each player in turn to the 
left must call, raise, or pass out. In some places the opener is 
allowed to “breathe,” and each player to the left can do the 
saine, until a bet is made. If none is made, all who have drawn 
cards show their hands for the pool, no player being allowed to 
make a bet after all have breathed. 

Calling and Showing.— Before laying his cards on the table, 
when a call is made, each player must distinctly announce what 
he has, and his hand must be taken at this valuation, provided 


Varieties of Poker 


53 


it is in the cards. This is very important because of the many 
mistakes made in the valuation of a hand when the deuces are a 
part of it. 

For instance, a player goes in on two deuces and a queen, 
which he intends calling three queens, and draws a pair of eights. 
In the call he claims a queen full, and is beaten by four treys. 
What he actually had was four eights. A player calls his hand 
as four sixes, and lays down three deuces and the six and three 
of clubs. What he really had was a straight flush, 7 high. 

Rank of Hands.— The only invincible hand is four deuces and 
the joker. Five of a kind comes next, then a straight flush, 
four of a kind, a full house, a flush, triplets, two pairs and one 
pair. In case of ties, the natural cards are better than combi¬ 
nations made with the deuces or joker, because of the greater 
difficulty of getting them. 

Three actual kings will beat a king and two deuces. Two 
sixes and a deuce will beat a six and two deuces. Any straight 
or flush made without a deuce or joker will beat one made with 
any of those artificial fillers. This is because there are more 
artificial cards than natural ones in each denomination. 

The deal passes to the left, and all the laws for the regular 
game of Poker govern any irregularities. 


MISTIGRIS 

This game is Draw Poker, the only difference being that it 
is played with 53 cards, the joker being added to the regular 
pack. The joker counts for any card the player who holds it may 
desire. Thus he may hold five of a kind. This hand beats a 
royal flush. Otherwise Draw Poker rules govern. 

THE DELETED PACK 

Among the many devices to get the so-called scientific player 
away from his poker probabilities is the deleted pack. This 
consists in taking out the deuces and treys, sometimes the fours 
also. The principal change this makes is in the odds on the 
draw. An open-end straight is just as easy to fill as ever; but 
there are only ten cards in the suit to fill flushes. The hands 
naturally run larger, owing to the smaller pack. This game may 
be combined with the joker or the wild widow; or with deuces 
w r ild, if the treys, fours and fives are thrown out. 

FREAK HANDS 

In some localities, notably in the South, certain freak hands 
are played in connection with any form of Poker. A blaze is any 
five picture cards, and beats two pairs but loses to three of a 
kind. A tiger is 7 high and 2 low, without a pair, sequence, or 


54 


Hoyle’s Standard Games 


flush. It ranks between a straight and a flush. A Dutch straight 
or skip is a sequence of all even or all odd cards, such as 4 6 8 
10 Q. It beats two pairs and a blaze. A round the corner straight 
might be Q K A 2 3. It beats three of a kind but loses to a 
regular straight. 


PEEK POKER 

In their efforts to get the so-called scientific players away from 
the book game, and render their elaborate calculations as to 
chance and probability abortive, the amateurs have invented a 
number of modifications of the standard game of Draw Poker. 
Among these the first was the introduction of the joker; then 
came Deuces Wild, and some players now allow the deuces, treys 
and fours to run wild, and often with the joker Iso in the pack. 

Peek is the latest, and there are two forms of it; seven cards 
being dealt to each player, or eight. With seven cards, the first 
two are dealt face down, and the remaining five face up. With 
eight cards, the last is also face down. After looking at his 
down cards, the player can discard and draw one at a time, just 
as in Stud Poker. In some games all the discards are made at 
once, but it is not a good game. Five cards are then picked to 
be shown for the final call and the poc. 

THE WILD WIDOW 

This is a modification of the variety of Poker known as 
“Deuces Wild,” described on a previous page. 

The game is practically Draw Poker except that after the 
fourth card has been dealt to each player, including the dealer, 
one card is dealt to the table, face up, and remains there. The 
fifth card is then given to each player, face down, to complete 
their hands. 

The three cards of the same denomination as the widow are 
then running wild and any player holding one or more of those 
cards may call it or them what he pleases. Five of a kind is the 
best possible hand. Suppose the widow is an 8, and a player 
holds an 8 with three tens and a six. He can call his hand four 
tens or a ten full on sixes. He must call his hand before show¬ 
ing it, and he cannot change his call after his hand is laid down. 

The Wild Widow is sometimes played with the joker in the 
pack, so that there shall be four cards running wild. In some 
places it is also the rule to lay the hand down and let the cards 
speak for themselves, instead of making the player say just what 
he has, or how he uses his wild cards. It is also insisted in some 
circles that one must have a pair of jacks or better to open. 


WHIST 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

There are two forms of Whist, single table, in which four 
players alone are engaged, and duplicate, in which a number of 
tables overplay the same hands. As the single-table game is the 
foundation of duplicate, it will be described first. 

The Pack.— Fifty-two cards, which rank from the A K Q 
down to the deuce in play; but in cutting, the ace is low. Two 
packs are sometimes used, the still pack being shuffled by the 
dealer’s partner. The backs should be of different colors. 

Number of Players. —Four are active, but six may form a 
table, those who shall play the first rubber being decided by 
cutting. 

Cutting.— The pack is spread downward on the table and each 
candidate for play draws a card. If there are more than four 
candidates, the four lowest play the first game, and then cut to 
decide the outgoers, the highest giving way to the players who 
are waiting. The table made up, the four active players cut 
again for partners, the two lowest pairing against the two highest, 
and the lowest choosing his seat and dealing the first hand. Ties 
cut again, but the second cut decides nothing but the tie. 

Shuffling.— Any player may shuffle the cards, the dealer 
last. When two packs are in play it is not usual to shuffle the 
still pack, after it has been shuffled by the partner of the previous 
dealer. The pack is presented to the player on the right to be 
cut, and at least four cards must be left in each packet, the 
upper portion of the cut being always placed nearer the dealer, 
who reunites the parts himself. 

Dealing. —The cards are dealt one at a time to each player 
in turn to the left until the entire pack has been distributed. 
The last card is turned up for the trump, but is part of the 
dealer’s hand. The deal passes to the left. All irregularities 
will be found dealt with in the laws. 

The Trump Card.— This must be left face upward on the table 
until it is the dealer’s turn to play to the first trick. Then he 
must take it into his hand, and it may not thereafter be named, 
although any player may be informed as to the suit. 

The Play. —The player to the left of the dealer leads for the 
first trick, any card he pleases, and each player in turn to the 
left must follow suit if he can. Having none of the suit, he may 
discard or trump at pleasure. The highest card played wins the 
trick, trumps winning all other suits, and the winner of one 
trick leads for the next. 

Objects of the Game.—To win the greater number of tricks. 
The first six taken by the same partners count nothing. They 
are called the “book.” All over six count one point toward game, 
and the partners who first reach seven points are the winners. 

55 


56 


Hoyle’s Standard Games 


Scoring. —The points made upon each hand are usually scored 
on a Whist marker, made for the purpose, or they may be kept 
count of by chips, or entered on a score pad; but it is essential 
that every player should be able to see the state of the score, 
and also how many tricks each side has taken in during the play. 

Revokes. —The penalty for a revoke is to surrender two tricks 
to the side not in error, for each revoke made. The revoking 
players cannot win the game on that deal, but must stop at 6 up, 
no matter what they actually make. 

Rubbers and Honors. —In the English form of the game, hon¬ 
ors are counted, and rubbers are played. Partners holding all 
four honors, A K Q J, score 4 points toward game. Holding 
three of the four, 2 points. Game is 5 up, but if the score is 4 
up at the beginning of the deal, the odd trick must be made to 
win the game, as honors alone will not do at 4 up. Games vary 
in value. If the losers have no score, the game is worth 3. If 
they have 1 or 2 up, it is worth 2. If they have 3 or 4 up, it is 
worth 1. The side that first wins two games adds 2 points for 
the rubber, so that the smallest rubber possible is worth 1, the 
largest 8, called a “bumper.” 

The Play. —Skill in Whist is matter of close observation and a 
good memory for small cards. The opening lead is usually from 
the longest suit if there are trumps enough to support it, or good 
side cards; otherwise modem players lead from the short suits 
and try to get in their trumps separately from their partner’s. 

The Leads.— There are five conventional leads. The king 
shows that ace, or queen, or both, are in the leader’s hand. The 
ace denies the king, and is led from suits of 5 or more, and also 
from Q J 10, or Q J and others. The jack is led from J 10, with 
or without others. The ten is led from K J 10. Any smaller 
card is either the fourth-best or the “top of nothing.” Trumps are 
led only when there is some object in leading them, such as 
great length, or a good plain suit to defend. The trump signal 
is to play a higher card and then a lower, when making no 
attempt to win the trick. The six and deuce played on the lead 
of king and ace would be a call for the partner to lead trumps 
at the first opportunity. 

Second and Third Hand.— The second hand plays high cards 
on small card led through him only when he holds a combination 
from which he would have led a high card. Holding A K for 
instance, he would have led a high card, so he plays one of his 
high cards second hand. The third hand wins tricks as cheaply 
as possible. Holding both K and Q, for instance, he plays the 
Q on a small card led by his partner. He should finesse the Q 
when holding A Q and others; finesse the J holding A J and 
others. Always return the higher of only two cards remaining 
of the partner’s suit, and the lowest of four or more. Discard 
from the weakest suit unless the trump strength is declared 
against you. Then discard the best protected suit. 


Whist 


57 


THE LAWS OF WHIST 

As Revised and Adopted by the Third American Whist 
Congress. 

1. The Game.— A game consists of 7 points, each trick above 
?ix counting 1. The value of the game is determined by de¬ 
ducting the loser’s score from seven. 

2. Forming the Table. —Those first in the room have the pref¬ 
erence. If, by reason of two or more arriving at the same time, 
more than four assemble, the preference among the last comers 
is determined by cutting, a lower cut giving the preference over 
all cutting higher. A complete table consists of six; the four 
having the preference play. Partners are determined by cutting 
—the highest two play against the lowest two; the lowest deals, 
and has the choice of seats and cards. 

3. If two players cut intermediate cards of equal value, they 
cut again; the lower of the new cut plays wdth the original 
lowest. 

4. If three players cut cards of equal value, they cut again. 
If the fourth has cut the highest card, the lowest two of the new 
cut are partners, and the lowest deals. If the fourth has cut 
the lowest card, he deals, and the highest two of the new cut 
are partners. 

5. At the end of a game, if there are more than four belonging 
to the table, a sufficient number of the players retire to admit 
those awaiting their turn to play. In determining which players 
remain in, those who have played a less number of consecutive 
games have the preference over all who have played a greater 
number; between two or more who have played an equal number, 
the preference is determined by cutting, a lower giving the pref¬ 
erence over all cutting higher. 

6. To entitle one to enter a table, he must declare his intention 
to do so before any one of the players has cut for the purpose of 
commencing a new game or of cutting out. 

7 . Cutting. — In cutting, the ace is the lowest card. All must 
cut from the same pack. If a player exposes more than one 
card, he must cut again. Drawing from the outspread pack may 
be resorted to in place of cutting. 

8. Shuffling. —Before every deal, the cards must be shuffled. 
When two packs are used, the dealer’s partner must collect and 
shuffle the cards for the ensuing deal, and place them at his 
right hand. In all cases the dealer may shuffle last. 

9. The pack must not be shuffled during the play of a hand, 
nor so as to expose the face of any card. 

10. Cutting to the Dealer. —The dealer must present the 
pack to his right-hand adversary to be cut; the adversary must 
take a portion from the top of the pack and place it toward 
the dealer. At least four cards must be left in each packet; the 


58 


4 t ) 

Hoyle’s Standard Games 

dealer must reunite the packets by placing the one not removed 
in cutting upon the other. 

11. If in cutting or reuniting the separate packets a card is 
exposed, the pack must be reshuffled by the dealer and cut again. 
If there is any confusion of the cards, or doubt as to the place 
where the pack was separated, there must be a new cut. 

12. If the dealer reshuffles the pack after it has been properly 
cut, he loses his deal. 

13. Dealing. —When the pack has been properly cut and re¬ 
united, the dealer must distribute the cards, one at a time, to 
each player in regular rotation at his left. The last, which is the 
trump card, must be turned up before the dealer. At the end 
of the hand, or when the deal is lost, the deal passes to the 
player next to the dealer on his left, and so on to each in turn. 

14. There must be a new deal by the same dealer: 

I. If any card except the last is faced in the r>ack. 

II. If, during the deal or during the play of the hand, the 

pack is proved incorrect or imperfect, but any prior score 
made with that pack shall stand. 

15. If, during the deal, a card is exposed, the side not in fault 
may demand a new deal, provided neither of that side has 
touched a card. If a new deal does not take place, the exposed 
card is not liable to be called. 

16. Any one dealing out of turn, or with his adversaries’ pack, 
may be stopped before the trump card is turned, after which 
the deal is valid, and the pack, if changed, so remains. 

17. Misdealing.— It is a misdeal: 

I. If the dealer omits to have the pack cut, and his adver¬ 
saries discover the error before the trump card is turned 
and before looking at any of their cards. 

II. If he deals a card incorrectly and fails to correct the error 
before dealing another. 

III. If he counts the cards on the table or in the remainder of 
the pack. 

IV. If, having a perfect pack, he does not deal to each player 
the proper number of cards and the error is discovered be¬ 
fore all have played to the first trick. 

V. If he looks at the trump card before the deal is completed. 

VI. If he places the trump card face downward upon his own 
or any other player’s cards. 

A misdeal loses the deal unless during the deal either of the 
adversaries touches a card, or in any other manner interrupts 
the dealer. 

18. The Trump Card. —The dealer must leave the trump card 
face upward on the table until it is his turn to play to the first 
trick; if it is left on the table until after the second trick has 
been turned and quitted, it is liable to be called. After it has 
been lawfully taken lip it must not be named, and any player 
naming it is liable to have his highest or his lowest trump called 


The Laws of Whist * 59 

by either adversary. A player may, however, ask what the trump 
suit is. 

19. Irregularities in the Hands. —If, at any time after all 
have played to the first trick (the pack being perfect), a player 
is found to have either more or less than his correct number 
Df cards, and his adversaries have their right number, the latter, 
upon the discovery of such surplus or deficiency, may consult 
and shall have the choice: 

To have a new deal; or, 

To have the hand played out; in which case the surplus 
or missing cards are not taken into account. 

If either of the adversaries also has more or less than his 
correct number, there must be a new deal. 

If any player has a surplus card by reason of an omission to 
play to a trick, his adversaries can exercise the foregoing privilege 
only after he has played to the trick following the one in which 
the omission occurred. 

20. Cards Liable to be Called.— The following cards are liable 
to be called by either adversary: 

Every card faced upon the table otherwise than in the 
regular course of play, but not including a card led out 
of turn. 

Every card thrown with the one led or played to the 
current trick. The player must indicate the one led or 
played. 

Every card so held by a player that his partner sees any 
portion of its face. 

All the cards in a hand lowered or shown by a player so 
that his partner sees more than one card of it. 

Every card named by the player holding it. 

21. All cards liable to be called must be placed and left face 
upward on the table. A player must lead or play them when 
they are called, providing he can do so without revoking. The 
call may be repeated at each trick until the card is played. A 
player cannot be prevented from leading or playing a card liable 
to be called; if he cai^get rid of it in the course of play no penalty 
remains. 

22. If a player leads a card better than any of his adversaries 
hold of the suit, and then leads one or more other cards without 
waiting for his partner to play, the latter may be called upon by 
either adversary to take the first trick, and the other cards thus 
improperly played are liable to be called; it makes no difference 
whether he plays them one after the other or throws them all 
on the table together. After the first card is played the others 
are liable to be called. 

23. A player having a card liable to be called must not play 
another until the adversaries have stated whether or not they 
wish to call the card liable to the penalty. If he plays another 
card without awaiting the decision of the adversaries, such other 
card also is liable to be called. 


60 


Hoyles Standard Games 


24. Leading Out of Turn. —If any player leads out of turn, 
suit may be called from him or his partner the first time it 
the turn of either of them to lead. The penalty can be enforce 
only by the adversary on the right of the player from whom 
suit can rightfully be called. 

If a player called on to lead a suit has none of it, or if all haA 
played to the false lead, no penalty can be enforced. If a 
have not played to the trick, the cards erroneously played 1 
such false lead are not liable to be called, and must be taken bac 

25. Playing Out of Turn. —If the third hand plays before tl 
second, the fourth hand may also play before the second. 

26. If the third hand has not played, and the fourth hand pla; 
before the second, the latter may be called upon by the thii 
hand to play his highest or lowest card of the suit led; or, if 1 
has none, to trump or not to trump the trick. 

27. Abandoned Hands.— If all four players throw their cards c 
the table, face upward, no further play of that hand is permitte 
The result of the hand, as then claimed or admitted, is estal 
ILshed; provided, that if a revoke is discovered, the revoke penali 
attaches. 

28. Revoking— A revoke is a renounce in error not correct 
in time. A player renounces in error when, holding one or mo 
of the cards of the suit led, he plays a card of a different suit. 

A renounce in error may be corrected by the player makii 
it, before the trick in which it occurs has been turned and quitte 
unless either he or his partner, whether in his right turn or othe 
wise, has led or played to the following trick, or unless 1 
partner has asked whether or not he has any of the suit renounce 

29. If a player corrects his mistake in time to save a revol 
the card improperly played by him is liable to be called. Ai 
player or players who have played after him may withdrt 
their cards and substitute others; the cards 60 withdrawn are n 
liable to be called. 

30. The penalty for revoking is the transfer of two tricks frc 
the revoking side to their adversaries. It can be enforced for 
many revokes as occur during the hand. The revoking side ca 
not win the game in that hand. If both sides revoke, neitl 
can win the game in that hand. 

31. The revoking player and his partner may require the ha 
in which the revoke has been made to be played out, and see 
all points made by them up to the score of six. 

32. At the end of a hand, the claimants of a revoke may seal 
all the tricks. If the tricks have been mixed, the claim may 
urged and proved, if possible; but no proof is necessary and t 
revoke is established if, after it has been claimed, the accu; 
player or his partner mixes the cards before they have be 
examined to the satisfaction of the adversaries. 


33. The revoke can be claimed at any time before the ca; 
have been presented and cut for the following deal, but ' 
thereafter. 



The Laws of Duplicate Whist 


61 


34. Miscellaneous. —Any one, during the play of a trick, and 
efore the cards have been touched for the purpose of gathering 
lem together, may demand that the players draw their cards. 

35. If any one, prior to his partner playing, calls attention in 
ay manner to the trick or to the score, the adversary last to 
lay to the trick may require the offender’s partner to play his 
ighest or lowest of the suit led; or, if he has none, to trump or 
ot to trump the trick. 

36. If any player says, “I can win the rest,” ‘‘The rest are ours,” 
We have the game,” or words to that effect, his partner’s cards 
mst be laid upon the table, and are liable to be called. 

37. When a trick has been turned and quitted, it must not 
?ain be seen until after the hand has been played. A violation 
f this law subjects the offender’s side to the same penalty as 
i case of a lead out of turn. 

38. If a player is lawfully called upon to play the highest or 
jwest of a suit, or to trump or not to trump a trick, or to lead 
suit, and unnecessarily fails to comply, he is liable to the same 
enalty as if he had revoked. 

39. in all cases where a penalty has been incurred, the offender 
lust await the decision of the adversaries. If either of them, 
ith or without his partner’s consent, demands a penalty to 
hich they are entitled, such decision is final. If the wrong 
dversary demands a penalty, or a wrong penalty is demanded, 
one can be enforced. 

DUPLICATE WHIST 

In this form of the game several tables are engaged. The 
irds played are not gathered into tricks, but kept in front of the 
layers to whom they were dealt, and after the tricks are scored 
lese cards are placed in a tray provided for the purpose and 
assed to the next table for the overplay. 


THE LAWS OF DUPLICATE WHIST 

s Adopted at the Tenth American Whist Congress, 1900. and 
Amended at the Congresses of 1902, 1903, 1904, 1905, 1906, 
1908, 1909, 1910, 1912 and 1914. 

Definitions. —The words and phrases used in these laws shall 
? construed in accordance with the following definitions, unless 
ich construction is inconsistent with the context: 

(a.) The thirteen cards received by any one player are termed 
“hand.” 

(6.) The four hands into which a pack is distributed for play 
V termed a “deal”; the same term is also used to designate the 
•t of distributing the cards to the players. 

(c.) A “tray” is a device for retaining the hands of a deal and 
dicating the order of playing them. 


62 Hoyle's Standard Games 

( d .) The player who is entitled to the trump card is termed; 
the “dealer,” whether the cards have or have not been dealt by 
him. 

(e.) The first play of a deal is termed “the original play’; 
the second, or any subsequent play of such deal, “the overplay/ 

(/.) Duplicate Whist is that form of the game of Whist ir 
which each deal is played once only by each player, and in which 
each deal is so overplayed as to bring the play of teams, pain 
or individuals into comparison. 

( g .) A player “renounces” when he does not follow suit to thd 
card led; he “renounces in error” when, although holding one oi 
more cards of the suit led, he plays a card of a different suit:; 
if such renounce in error is not lawfully corrected, it constituted 
a “revoke.” 

(h.) A card is “played” whenever, in the course of play, it if 
placed or dropped face upwards on the table. 

(i.) A trick is “turned and quitted” when all four players havt 
turned and quitted their respective cards. 

Law I.— Shuffling.—Sec. 1. Before the cards are dealt, thej 
must be shuffled in the presence of an adversary or the umpire 

Sec. 2 . The pack must not be so shuffled as to expose the fact 
of any card; if a card is so exposed, the pack must be reshuffled 

Law II.— Cutting for the Trump.—Sec. 1 . The dealer must 
present the cards to his right-hand adversary to be cut; such 
adversary must take from the top of the pack at least four card* 1 
and place them toward the dealer, leaving at least four cards ir 
the remaining packet; the dealer must reunite the packets b> 
placing the one not removed in cutting upon the other. If, ir 
cutting or reuniting the separate packets, a card is exposed, the 
pack must be reshuffled and cut again; if there is any confusior 
of the cards or doubt as to the place where the pack waf 
separated, there must be a new cut. 

Law III.— Dealing.—Sec. 1 . When the pack has been properlj 
cut and reunited, the cards must be dealt one at a time fact 
down, from the top of the pack, the first to the player at the left 
of the dealer, and each successive card to the player at the left 
of the one to whom the last card has been dealt. The last, whicl 
is the trump card, must be turned up on the tray, if one is used; 
otherwise, at the right of the dealer. 

Sec. 2 . There must be a new deal: 

(a.) If any card except the last is faced or exposed in anj 
way in dealing; 

(6.) If the pack is proved incorrect or imperfect; 

(c.) If either more or less than thirteen cards are dealt to am 
player; 

(d.) If, after the first trick has been turned and quitted on th< 
original play of a deal, one or more cards are found to have beei 
left in the tray. 

Law IV.— The Trump Card.—Sec. 1 . The trump card and th< 
number of the deal must be recorded, before the play begins, oi 



63 


The Laws of Duplicate Whist 

i slip provided for that purpose, and must not be elsewhere re¬ 
corded. Such slip must be shown to an adversary, then turned 
ace down and placed in the tray, if one is used. 

Sec. 2 . The dealer must leave the trump card face up until it 
s his turn to play to the first trick; he must take the trump card 
nto his hand and turn down the trump slip before the second 
rick is turned and quitted. 

Sec. 3. When a deal is taken up for overplay, the dealer must 
show the trump slip to an adversary, and thereafter the trump 
slip and trump card shall be treated as in the case of an original 
leal. 

Sec. 4. After the trump card has been lawfully taken into the 
land and the trump slip turned face down, the trump card must 
lot be named nor the trump slip examined during the play of 
die deal; a player may, however, ask what the trump suit is. 

Sec. 5. If a player unlawfully looks at the trump slip, his 
lighest or lowest trump may be called; if a player unlawfully 
lames the trump card qr unlawfully shows the trump slip to his 
lartner, his partner’s highest or lowest trump may be called. 

Sec. 6. These penalties can be inflicted by either adversary at 
my time during the play of the deal in which they are incurred 
before the player from w T hom the call can be made has played 
to the current trick ; the call may be repeated at each or any 
;rick until the card is played, but cannot be changed. 

Sec. 7. When a deal has been played, the cards of the re¬ 
spective players, including the trump card, must be placed in the 
iray face down and the trump slip placed face up on top of the 
dealer’s cards. 

Sec. 8 . If, on the overplay of a deal, the dealer turns a trump 
3ard other than the one recorded on the trump slip, and such 
*rror is discovered and corrected before the play of the deal is 
commenced, the card turned in error is liable to be called. 

Sec. 9. If such error is not corrected until after the overplay 
has begun, and more than two tables are engaged in play, the 
players at the table shall take the average score for the deal; if 
less than three tables are in play, there must be a new deal. 

Sec. 10. Should a player record on the trump slip a different 
;rump from the one turned in dealing and the error be discovered 
it the next table, there must be a new deal. If the deal has been 
slayed at one or more tables with the wrong trump, the recorded 
:rump must be taken as correct and the players at the original 
:able take the average score for the deal; if less than three tables 
ire in play, there must be a new deal. 

Sec. 11. By the unanimous consent of the players in any match, 
i trump suit may be declared and no trump turned. 

Law V.—Irregularities in the Hand.—Sec. 1 . If, on the over¬ 
lay, a player is found to have more than his correct number of 
:ards, or the trump card is not in the dealer’s hand, or any card 
•xcept the trump card is so faced as to expose any of the printing 
>n its face, and less than three tables are engaged, there must be 


64 


Hoyle’s Standard Games 


a new deal. If more than two tables are in play, the hands must 
be rectified and then passed to the next table; the table at which 
the error was discovered must not overplay the deal, but shall 
take the average score. 

Sec. 2. If, after the first trick has been turned and quitted oe 
the overplay of a deal, a player is found to have less than his 
correct number of cards and the others have their correct number 
such player shall be answerable for the missing card or cards and 
for any revoke or revokes which he has made by reason of it oi 
their absence. 

Law VI. —Playing, Turning and Quitting the Cards.—Sec. 1 
Each player, when it is his turn to play, must place his card 
face up before him towards the center of the table and allow it 
to remain upon the table in this position until all have played 
to the trick, when he must turn it over and place it face down 
and nearer to himself, placing each successive card, as he turns- 
it, so that it overlaps the last card played by him and with the 
ends toward the winners of the trick. After he has played his 
card and also after he has turned it, he must quit it by removing 
his hand. 

Sec. 2 . The cards must be left in the order in which they were 
played and quitted until the scores for the deal are recorded. 

Sec. 3. During the play of a deal a player must not pick up or 
turn another player’s card. 

Sec. 4. Before a trick is turned and quitted, any player may 
require any of the other players to show the face of the card 
played to that trick. 

Sec. 5. If a player names a card of a trick which has been 
turned and quitted, or turns or raises any such card so that any 
portion of its face can be seen by himself or his partner, he is 
liable to the same penalty as if he had led out of turn. 

Law VII. —Cards Liable to be Called.—Sec. 1 . The following 
cards are liable to be called: 

(a.) Every card so placed upon the table as to expose any ol 
the printing on its face, except such cards as these laws specifically 
provide shall not be so liable; 

(6.) Every card so held by a player as to expose any of the 
printing on its face to his partner or to both of his adversaries 
at the same time; 

(c.) Every card, except the trump card, named by the playei 
holding it. 

Sec. 2 . If a player says, “I can win the rest,” “The rest are 
ours,” “It makes no difference how you play,” or wurds to that 
effect, or if he plays or exposes his remaining cards before hi; 
partner has played to the current trick, his partner’s cards musi 
be laid face up on the table and are liable to be called. 

Sec. 3. All cards liable to be called must be placed face up oe 
the table and so left until played. A player must lead or pla> 
them when lawfully called, provided he can do so without re¬ 
voking; the call may be repeated at each or any trick until the 


The Laws of Duplicate Whist Co 

;ard is played. A player can not, however, be prevented from 
eading or pla 3 ~ing a card liable to be called; if he can get rid of 
t in the course of play, no penalty remains. 

Sec. 4. The holder of a card liable to be called can be required 
o play it only by the adversary on his right. If such adversary 
days without calling it, the holder may play to that trick as he 
^leases. If it is the holder’s turn to lead, the card must be called 
before the preceding trick has been turned and quitted or before 
he holder has led a different card; otherwise he may lead as he 
deases. 

Law VIII.— Leading Out of Turn.—Sec. 1. If a player leads 
vhen it is the turn of an adversary to lead and the error is dis¬ 
covered before all have played to such lead, a suit may be called 
: rom him or from his partner, as the case may be, the first, time 
:hereafter it is the right of either of them to lead. The penalty 
?an be enforced only by the adversary 7 on the right of the one 
'rom whom a lead can lawfully be called, and the right thereto 
is lost unless such adversary calls the suit he desires led before 
:he first trick won by the offender or his partner, subsequent 
:o the offense, is turned and quitted. 

Sec. 2 . If a player leads when it is his partner’s turn, and the 
srror is discovered before all have played to such lead, a suit 
nay at once be called from the proper leader by his right-hjind 
adversary. Until the penalty has been exacted, waived or for¬ 
feited, the proper leader must not lead; should he so lead, the 
:ard led by him is liable to be called. 

Sec. 3. If a player, when called on to lead a suit, has none of it, 
be may lead as he pleases. 

Sec. 4. If all have not played to a lead out of turn when the 
error is discovered, the card erroneously led and all cards played 
to such lead are not liable to be called, and must be taken into 
the hand. 

Law IX.— Playing Out of Turn.—Sec. 1 . If the third hand 
plays before the second, the fourth hand may also play before the 
second. 

Sec. 2. If the third hand has not plaj^ed and the fourth hand 
plays before the second, the latter may be called upon by the 
third hand to play his highest or lowest card of the suit led, and 
if he has none of that suit to trump or not to trump the trick; 
the penalty can not be inflicted after the third hand has played 
to the trick. If the player liable to this penalty plays before it 
has been inflicted, w r aived or lost, the card so played is liable to 
be called. 

Law X.— The Revoke.—Sec. 1 . A renounce in error may be 
corrected by the player making it, except in the following cases, 
in which a revoke is established and the penalty therefor in¬ 
curred. 

(a.) When the trick in which it occurs has been turned and 
quitted; 

(70 When the renouncing player or his partner, whether in 


66 Hoyle’s Standard Games 

his right turn or otherwise, has led or played to the following 
trick. 

Sec. 2. At any time before the trick is turned and quitted, a 
player may ask an adversary if he has any of a suit to which 
such adversary has renounced in that trick, and can require the 
error to be corrected in case such adversary is found to have any 
of such suit. 

Sec. 3. If a player, who has renounced in error, lawfully corrects 
his mistake, the card improperly played by him is liable to be 
called, and, if he be the second or third hand player and his left- 
hand adversary has played to the trick before attention has been 
called to the renounce, he may be required by such adversary to 
play his highest or his lowest card to the trick in which he has 
renounced, and shall not play to that trick until such adversary 
has inflicted or waived the penalty. Any player who has played 
to the trick after the renouncing player, may withdraw his card 
and substitute another; a card so withdrawn is not liable to be 
called. 

Sec. 4. The penalty for a revoke is the transfer of two tricks 
from the revoking side to their adversaries. If more than one 
revoke during the play of a deal is made by one side, the penalty 
for each revoke, after the first, is the transfer of one trick only. 
The revoking players cannot score more, nor their adversaries 
less than the average on the deal in which the revoke occurs; 
except that in no case shall the infliction of the revoke penalty 
deprive the revoking players of any tricks won by them before 
their first revoke occurs. 

In Pair Matches the score shall be recorded as made, inde¬ 
pendently of the revoke penalty, which shall be separately in¬ 
dicated as plus or minus revoke R” for the revoking side, 
and “+R” for their adversaries). In such matches, the penalty 
for a revoke shall not increase the score of the opponents of the 
revoking players above the maximum, as made at the other 
tables, on the deal in which the revoke occurs; nor shall the 
score of the revoking players be thereby reduced below the 
minimum so made at the other tables, unless the injured side can 
establish to the satisfaction of the committee in charge that the 
full penalty should be enforced; provided, however, that if the 
opponents win more tricks than such maximum, independently 
of the revoke penalty, the score shall stand as made. 

Sec. 5. A revoke cannot be claimed if the claimant or his 
partner has played to the following deal, or if both have left the 
table at which the revoke occurred. If the revoke is discovered 
in season, the penalty must be enforced and can not be waived 

Sec. 6 . At the end of the play of a deal, the claimants of a 
revoke can examine all the cards; if any hand has been shuffled 
the claim may be urged and proved, if possible; but no proof if 
necessary, and the revoke is established if, after it has beer 
claimed, the accused player or his partner disturb the order ol 


The Laws of Duplicate Whist 67 

le cards before they have been examined to the satisfaction of 
le adversaries. 

Law XI.— Miscellaneous.—Sec. 1 . If any one calls attention 
1 any manner to the trick before his partner has played thereto, 
tie adversary last to play to the trick may require the offender’s 
artner to play his highest or lowest of the suit led, and if he 
as none of that suit, to trump or not to trump the trick. 

Sec. 2 . A player has the right to remind his partner that it is. 
is privilege to enforce a penalty and also to inform him of the 
enalty he can enforce. 

Sec. 3. A player has the right to prevent his partner from 
ommitting any irregularity, and, for that purpose, may ask his 
partner whether or not he has a card of a suit to which he has 
enounced on a trick which has not been turned and quitted. 

Sec. 4. If either of the adversaries, whether with or without his 
>artner’s consent, demands a penalty to which they are entitled, 
uch decision is final; if the wrong adversary demands a penalty 
►r a wrong penalty is demanded, or either adversary waives a 
►enalty, none can be enforced except in case of a revoke. 

Sec. 5. If a player is lawfully called upon to play the highest or 
owest of a suit, to trump or not to trump a trick, to lead a suit 
►r to win a trick, and unnecessarily fails to comply, he is liable 
o the same penalty as if he had revoked. 

Sec. 6 . If any one leads or plays a card, and then, before his 
►artner has played to the trick, leads one or more other cards, or 
►lays two or more cards together, all of which are better than 
iny of his adversaries hold of the suit, his partner may be called 
ipon by either adversary to win the first or any subsequent trick 
o which any of said cards are played, and the remaining cards 
o played are liable to be called. 


CASSINO 

Cassino is generally played by four people (two against two 
but occasionally by three or two; the points consist of elevei 
and the lurch is six. 

, The points are thus calculated: 


That party which obtains the Big Cassino 

(or ten of diamonds) reckons .2 points. 

Ditto, Little Cassino (the deuce of spades) ..,.1 “ 

The four aces, one point each .4 “ 

The majority in spades . 1 “ 

The majority of cards.3 “ 

Besides a sweep before the end of the game, 
when any player can match all on the 
board, reckons . 1 " 


By agreement sweeps may not be counted. 

There are two ways to settle: 1. Each deal is a game in itsel 
and the majority of the 11 points wins, but the sweeps may mak 
it a tie. 2. 21 points is game. If both players reach 21 on th 
same deal, the points score out in the following order: Card 
spades. Big Cassino, Little Cassino, aces and sweeps. If the ace 
have to decide it, they score in the order of spades, clubs, heart 
and diamonds. 

The Deal is determined by cutting. Low deals, ace being lov 
Four cards are dealt to each player, tw’o or one at a time in rc 
tation to the left, and four cards are dealt to the table face uj 
just before the dealer helps himself. 

The talon is placed face down on the table, and after the fin 
round of four cards has been played, four more are dealt to eac 
player, but none to the table, this continuing until all have bee 
dealt out. The deal passes to the left. 

Failure to have pack cut, dealing a card incorrectly and failin 
to correct such error before dealing another, or dealing too man 
or too few cards to the table or to any player, constitutes a mi* 
deal and forfeits the deal. 

If a card is exposed in dealing the first round, the opponen 
may claim new deal by same dealer. 

If, after the four cards are dealt to the table, a card is expose 
in dealing, or one is found faced in the pack, player to whom i 
falls may refuse it and be supplied from top of pack. Should th 
exposure of a card occur on the last round of the deal, deal* 
must take exposed card, and player whose hand is short ma 
draw from dealer’s hand. 

If wrong number of cards is given to any player after the firs 
round, the error must be corrected by drawing from the pac 
and dealer cannot count anvthing on that hand of four cards 

68 







Cassino 


G9 


The Play. —Each player, beginning with eldest hand, may make 
inv of the following plays: 

1 . Take in a combination, i.e., if he holds a card in his hand 
>f the same denomination as one on the table, he may play his 
:ard and take in the two. He may also take in any other cards 
he sum of which equals the denomination of the one he plays; 
hus, a nine will take all the nines on the table and also an eight 
md ace, seven and two, etc. 

2 . He may build a combination of two or more cards, by add- 
ng a card from his hand to one or more cards on the board, if 
he sum of such cards equals another card he holds in his hand, 
le can take in the build with such card on his next turn to play, 
>rovided no other player has taken it with another card of the 
iame denomination or built higher on it. Thus, if a five is on 
he board and he holds a nine and four, he can build his four on 
he five and take it with his nine on his next turn; provided no 
)layer has built it higher or taken it in with another nine. 

3. He may call a combination; thus, if he holds two fours, 
md a third four, or a three and an ace, or two twos is on the 
>oard, he may play one of his fours on the board, calling it 
‘fours,” and take them on his next turn; provided no other player 
akes it away from him with a four. A build can be built higher, 
>ut a call cannot, since the call contains more than one eombi- 
lation. 

4. A sweep is taking in every card on the table at once, 
sweeps are noted by facing one card of the combination in which 
he sweep is made. If player cannot make any combination, he 
days a single card to the table. After pack is exhausted, player 
aking last combination takes in all the cards remaining on the 
>oard, but this does not constitute a sweep, unless he can take 
J1 the cards by combination as above. 

Notes. —A player cannot raise his own build, unless he has the 
:ards to take in either the first or the second build. 

A player can, if possible, make a second build or a call, or take 
q a combination, or capture another’s build, before taking in his 
irst build; otherwise he must take in his first build at his next 
urn to play. 

Cards once taken in cannot be examined, except the last combi- 
tation won; nor points nor cards counted until all the cards 
tave been played. A mistake cannot be corrected after another 
ombination has been taken in. 

A card played out of turn must be withdrawn and laid to one 
ide until the player’s correct turn to play, when he must play it 
o the table. Player in error cannot combine it or win any combi- 
Lation of cards with it. Any cards taken in with it by offending 
>layer must be restored to the table. 

Builds may be raised with cards from the hand only; never with 
ards from the board. Builder or caller must name the denomi- 
Lation of the build or call, otherwise any other player may 
eparate and use such cards of it as he chooses. 


70 


Hoyle’s Standard Games 


A player taking in a card not belonging to his combination or 
build must restore it and all other cards in the combination or 
build to the table, and his own card is laid out separately from 
the others. If the combination was his own, the cards composing 
it must be separated; if an adversary’s, the combination must be 
left intact. A player taking in a combination with a wrong card or 
taking in a wrong combination or card not belonging to him must 
be challenged, and the error proved before the next combination 
is taken in. If a player makes a build or a combination and has 
not in his hand the proper card to take it, he must, upon dis¬ 
covery of the error, restore the cards of such combination to the 
table. Opponents’ cards played subsequent to the error may be 
taken back and different cards played if opponents choose. If 
the erroneous build or combination has been taken by another 
player, there is no penalty nor any remedy. 

RULES FOR PLAYING CASSINO 

The principal objects are to remember what has been played; 
when no pairs or combinations can be made, to clear the hand 
of court cards, which cannot be combined and are only of serv¬ 
ice in pairing or in gaining the final sweep; and if no court cards 
are left, to play any small ones, except aces, as thereby combina¬ 
tions are often prevented. 

In making pairs and combinations a preference should gener¬ 
ally be given to spades, for obtaining a majority of them may 
save the game. 

When three aces are out, take the first opportunity to play the 
fourth, as it then cannot pair; but when there is another ace 
remaining, it is better even to play the Little Cassino, that can 
only make one point, than to risk the ace, which may be paired 
by the opponent and make a difference of two points; and if 
Big Cassino and an ace be on the board prefer the ace, as it may 
be paired or combined, but Big Cassino can only be paired. 

Do not neglect sweeping the board when opportunity offers; 
always prefer taking up the card laid down by the opponent, also 
as many as possible with one, endeavoring likewise to win the 
last cards or final sweep. 

In the last hand dealt it is well sometimes, especially if you 
are the last to play, to hold a court card to take the last trick, 
as it may decide the cards. 

While Big or Little Cassino is in, avoid playing either a ten 
or a deuce. 

When you hold a pair, lay down one of them, unless when there 
is a similar card on the table and the fourth not yet out. 

Attend to the adversaries’ score, and, if possible, prevent them 
from saving their lurch, even though you otherwise seemingly 
get less yourself, particularly if you can hinder them from clear¬ 
ing the board. 

At the commencement of a game, combine all the cards possible, 





Varieties of Cassino 


71 


for that is more difficult than pairing; but when combinations’ 
cannot be made, do not omit to pair, and also carefully avoid 
losing opportunities of making tricks. 

ROYAL CASSINO 

The rules of Cassino apply. In this form of the game, how¬ 
ever, each jack is considered an eleven-spot, each queen a twelve- 
spot, each king a thirteen-spot, and aces either ones or fourteens, 
as players may elect. These cards can be built into combina¬ 
tions with spot cards, making a much more scientific game. Count 
as in Cassino. A still better and more scientific game of Royal 
Cassino is played by using packs containing eleven and twelve 
spots of each suit. This makes jacks thirteens, queens fourteens, 
kings fifteens, and aces ones or sixteens. The number of combina¬ 
tions possible is thus greatly increased and interest added. 

ROYAL DRAW CASSINO 

The same as Royal Cassino, except that after the first four 
cards are dealt to players and board, remainder of the pack is 
placed face downward on the table, and each player, after play¬ 
ing a card from his hand, draws the top card from the pack, thus 
restoring the number of cards in his hand to four. This is con¬ 
tinued until pack is exhausted, when hands are played out, and 
count made in the regular manner. If a player fails to draw in 
proper turn he cannot correct the error until his next turn to 
draw, when he must draw two cards. 

SPADE CASSINO 

The same as Cassino, Royal, or Royal Draw Cassino, except 
that each card of spade suit counts 1 point for game. Ace, jack 
and deuce of spades count 2 each—1 point as ace and jack and 
Little Cassino respectively, and 1 each as a spade. Sixty-one 
points constitute a game. A cribbage board is used for scoring, 
and points are scored as made. The only thing which remains 
to be counted at end of play, therefore, is cards. 


VINGT-UN 

Vingt-un, or Twenty-one, is very similar to Quinze, and may 
be played by two or more people. It is essentially a family game, 
and when played as such the stakes are usually represented by 
counters, which may be of any value. It is common to limit the 
stakes to be laid to ten or twelve counters. As the deal is advan¬ 
tageous and often continues long with the same person, it is 
usual to determine it at the commencement by the first ace 
turned up, or any other mode that may be agreed upon. 

The deal usually passes to the left, each player dealing one 
round in turn. Sometimes, however, it is retained by the person 
who commences until a natural vingt-un occurs, when it passes 
to the next in rotation.* (The old mode of play, however, is 
that in the case of a natural vingt-un the deal passes to the 
holder, and many still adhere to this custom. This item of the 
game must, therefore, be regulated by the custom of the table, or 
be previously agreed upon.) The pony, or youngest hand, should 
collect the cards that have been played, and shuffle them together 
ready for the dealer against the period when he shall have dis¬ 
tributed the whole pack. 

The dealer begins by giving two cards, one at a time, face 
downward, to each player, including himself. After the first card 
has been dealt round, each places his stake upon it (which may, 
if he chooses, be as low as a single counter), and then receives 
the second card; but the dealer, upon the stakes being all laid, 
and before proceeding with the deal, looks at his own card, and 
if he thinks proper (having perhaps an ace, ten, or court card), 
he may double the stakes, which he announces by crying “Double/ 1 
He then distributes a second card to each, and lastly to himself. 
Should he chance to have a natural vingt-un, he declares it at 
once, before any more cards are dealt, and collects the stakes 
(which, by a vingt-un, are doubled); but should he have drawn 
less than 21, the game proceeds thus: The dealer inquires of 
each player in rotation, beginning with the eldest hand on the 
left, whether he stands, or wishes for another card, which, if re¬ 
quired, must be given from off the top (face upward) of the pack, 
and afterwards another, or more, if requested, till the points of 
the additional card or cards, added to those dealt, exceed or make 
21 exactly* or such a number less than 21 as the player may 
choose to stand upon; but when the points exceed 21, the player 
is technically said to have overdrawn, and his cards are to be 
thrown up forthwith, and the stake laid on them paid to the 
dealer. When the deal has gone the round of the table in this 
manner, he turns up his ow r n cards to the view of the companj', 

•Should a natural vingt-un occur in the first round it does not put out, 
the dealer being allowed a misericorde. 

72 



Vingt-Un (Twenty-One) 


73 


and should he have any number of points between, say, from 17 
to 20, he usually ‘'stands,” that is, pits his cards against the other 
players. Those under his number, as well as ties, pay; those 
above it receive. (Ties are the principal advantage of the 
dealer.) If the dealer should have only 14 or 15 points in his 
first hand, the chances would be against him were he to stand on 
so small a number. He would therefore draw another card, and 
should this be a very low one (an ace or a deuce) and he have 
reason to suppose, by the extra cards dealt round, that he had 
to contest high numbers, he would draw again, and if he obtained 
19 or 20 points would then probably win on more than he loses, 
the average of chances being in his favor; if by drawing he should 
happen to make up 21, he would receive double from all, except 
from the ties and those who had already thrown up; if more 
than 21, he would have to pay all who stand, paying the vingt-uns 
double. 

Should either the dealer or a player happen to turn up two 
cards of the same denomination, for instance, two aces, deuces, or 
any other number, or two kings, two queens, etc., he would have 
the choice of going on both, and should the next card he draws 
be a triplicate, he may go on all three. If the cards happen to 
be aces, which count either as 1 or 11, at the option of the player, 
and if by great luck he should successively draw three tens or 
court cards, thus making three natural vingt-uns, he would obtain 
double stakes upon each, therefore six times as much as the stakes 
placed on the various hands, and should he, on laying his first 
card, have cried “double,” the stakes payable would, in such 
case, be twice doubled, therefore upon the three cards twelve¬ 
fold. This is an extreme case, cited merely to show the nature 
of the game. It commonly happens, however, that when either 
dealer or player “goes” on several cards, he loses on one or more, 
and thus neutralizes his gains. Players, as already intimated, 
have the same right of “going” on several cards as the dealer. 

When any player has a vingt-un, and the dealer not, then the 
player wins double stakes from him; in other cases, except when 
a natural vingt-un happens, the dealer pays single stakes to all 
whose numbers under 21 are higher than his own, and receives 
from those who have lower numbers; players who have similar 
numbers to the dealer pay; and when the dealer draws more than 
21 , he overdraws, and has to pay to all who have not thrown up, 
os already stated. 

Twenty-one, whenever dealt in the first two cards, is styled a 
natural vingt-un, and should be declared immediately. Hoyle 
says that this entitles the possessor to the deal, besides double 
stakes from all the players, unless there shall be more than one 
natural vingt-un, in which case the younger hand or hands so 
having the same are exempted from paying to the eldest. But 
this rule is nearly obsolete. It is not now customary to allow 
any except the dealer to take double stakes from the company in 
respect to his natural vingt-un. 


74 


Hoyle’s Standard Games 


One of the first thoughts of the dealer, after the cards have 
been cut, should be to look for Brulet, which is a natural 
vingt-un formed by the bottom and top card, when they happen 
to be an ace and tenth card. The card or cards looked at must 
be thrown out, and mixed with those collected by the pony. 
Brulet either clears the board of the stakes laid (usually one or 
two counters levied on each player, at the commencement of 
every game, and collected into a tray) or takes the amount of 
the limit from each, as may be agreed. 

The deal, it should be observed, may be sold to the best bidder, 
and, as it is undoubtedly of some advantage, a buyer will gener¬ 
ally be found. But should a timid player object to the deal, and 
no buyer be found, he may decline it, and so let it pass to the 
next. 

N. B. An ace, as already intimated, may be reckoned either as 
11 or 1; every court card is counted as 10, and the rest of the 
pack according to their points. 

The odds of this game merely depend upon the average quan¬ 
tity of cards likely to come under or exceed 21; for example, if 
those in hand make 14 exactly, it is 7 to 6 that the one next 
drawn does not make the number of points above 21, but if the 
points be 15, it is 7 to 6 against that hand; yet it would not 
therefore always be prudent to stand at 15, for as the ace may be 
calculated both ways, it is rather above an even bet that the 
adversary’s two first cards amount to more than 14. A natural 
vingt-un may be expected once in 7 coups when two, and twice 
in 7 when four people play, and so on according to the number of 
players. 

MACAO 

/ 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

A varlation of Vingt-un, only one card being dealt. Tens and 
court cards do not count; aces count one. Nine is number to be 
reached instead of 21. A player receiving nine in the first deal 
is paid three times amount of his wager; an eight, twice the 
amount; or a seven, the amount he has staked. The dealer, if he 
receives a nine, eight or seven on the deal, is paid by each player 
three times, twice, or once the amount of such player’s stake. 
Otherwise, the game is played on same principle a$ Vingt-un. 

FARMER 

Use full pack, with the four eights and the sixes of diamonds, 
clubs and spades discarded. Spot cards count at their pip values, 
court cards 10, and aces 1. Each player places one chip in center 
of table, forming the Farm (or pool). This is sold to highest 
bidder, who must deposit in the Farm as many chips as he bid. 
He then becomes dealer and banker. One card is dealt to each 
player, and each must draw one card, and may draw more, if 


Seven and One-Half 


75 


desired, as in Vingt-un, the object being, however, to reach 16 
points, instead of 21. If a player overdraws, he does not announce 
it until the hands are exposed. Any player having exactly 16 wins 
the Farm and all it contains. If two or more players have 16, the 
one holding the six of hearts wins; or, if no one has this card, the 
16 made with fewest cards wins. If this is a tie, eldest hand wins. 
If no one has exactly 16, the Farmer still remains in possession 
of the Farm, and thus holds it, deal after deal, until some one 
wins it by holding exactly 16. 

Whether Farm changes hands or not, after hands are exposed, 
all who have overdrawn pay dealer one chip for each pip they 
hold over 16. These chips are the Farmer’s own property. Those 
holding less than 16 pay nothing to dealer, but the one nearest 
to 16 receives one chip from each of the other players. Ties are 
decided by the possession of the six of hearts, fewest cards, or 
the eldest hand, as above. When th? Farm is won, it is emptied 
by the winner, and a new pool is formed and sold as before. 

SEVEN AND ONE-HALF 

A variety of Vingt-un played with 40 cards (the 8’s, 9’s and 10’s 
of each 6uit being discarded). Any number may play. Cards 
have no relative rank, but their counting value is as follows: K’s, 
Q’s and J’s, one-half point each, spot cards counting their pip 
values, aces 1, deuces 2, etc. Usually one player is selected to 
act as banker, and to receive the first deal. If desired, any player 
may deal the cards, one at a time to the left, the first player re¬ 
ceiving an ace taking the deal. The object of the game is to 
hold cards the collective pip value of which most nearly ap¬ 
proaches seven and one-half, without passing that number. 

Dealer gives each player one card, dealing to the left. After 
examining his card and before any further cards are served by 
the dealer, each player examines the card given him and bets 
any amount within the limit fixed at the beginning of the game. 
As all bets are made after the player has seen his card, the dealer 
may, after examining his card, and before serving any of the 
players, require all players to double their bets. There is no 
redouble. 

After all bets are made, the eldest hand may stand or draw 
cards, as he may elect. Cards may be drawn until he is satisfied, 
or the collective pip value of the hand exceeds seven and one- 
half. A player who overdraws must announce the fact at once, 
abandon the hand and pay his stake to the dealer. All cards 
drawn are served face up. The remaining players are served in 
a similar manner. The dealer then turns his card face up and 
either draws or announces that he will stand. Should he elect 
to stand, he takes all bets from players having an equal or less 
number of points in their hands and pays those having a greater 
amount. Should he overdraw or “break,” he must pay all players 
who have not previously overdrawn. 


76 


Hoyle’s Standard Games 


Should any player draw exactly seven and one-half, he must 
announce the fact at once and expose his entire hand. Should 
the dealer not draw exactly seven and one-half, after serving the 
remaining players, he must pay to each player drawing seven 
and one-half double the amount of their stake. Should the 
dealer draw exactly seven and one-half, he collects double the 
stake of each player who has not previously overdrawn, regard¬ 
less of whether or not other players may hold hands of similar 
value. 

Splits.—Should the first card drawn by a player be of the same 
value as the original card served him and their combined pip 
value not exceed seven and one-half, he may “split” the pair, 
betting on the second card an amount equal to the original bet. 
Cards are served to either hand first, but one hand must break 
or be satisfied before cards are served to the second. The first 
card served to either card of the split pair is served face down. 
Should the first card served to either of the split pair be of the 
same value as the split, a third hand may be formed, etc. For 
example: The first card served a player is an ace. He bets two 
chips and asks for a card. This card proves to be an ace and he 
announces a split, betting two chips on the second ace. He then 
draws to the first hand again and receives a third ace. Another 
split is announced and two chips bet on the third hand. He then 
draws to each hand separately until satisfied or until he over¬ 
draws. 

Change of Deal.—The first player to the dealer’s left to expose 
seven and one-half, when the dealer fails to draw a similar hand, 
takes the deal. If more than one seven and one-half is turned, 
each player holding such hand has the option of dealing, should 
those ahead of him decline the deal. Should all decline, the 
deal remains unchanged, but the dealer must pay double on these 
hands, even though he retains the deal. In some localities a 
player who does not desire to deal when he has the opportunity, 
may dispose of the deal to another player, or he may pool his 
chips with another player. In this case only one card is served 
to both players pooling their chips. When the deal is lost, the 
chips in the pool are equally divided. 

Misdeal.—There is no misdeal, but a player is not compelled 
to accept a card exposed during the deal. 

BACCARAT 

This is another variety of Vingt-un, one player being the 
banker, the others, from three to eleven, the punters. Three packs 
of cards are shuffled together and used as one. The court 
cards and tens count nothing; all pip cards, including the ace 
reckon at their face value. The object is to secure cards whose 
total pip value most closely approaches eight or nine. An eight 
made with two cards is better than a nine made with three. 
Players make their bets on the right or left of the table, anj 


C HEM IN DK Feb 


77 


amounts they please, before the deal begins. The banker lays 
the cards before him, face down, and slips off the top card, giving 
it to the player on his right, face down. Then he gives a card 
to the player on his left and then one to himself. This is re¬ 
peated and then the three players examine their two cards. 

If any of the three has eight or nine he shows it at once. If 
the banker has eight or nine and neither punter has as much, 
the banker wins everything on the table. If either player has 
more than the banker, he wins. If equal, it is a stand-off. All 
the bets made on the side of the table on which the player sits 
must be paid or lost according to the success or failure of the 
player holding cards who sits on that side. 

If no one has eight or nine the banker must offer a card, face 
down, to the player on his right. If he refuses it, it is offered 
to the player on the left, and if he refuses it, the banker must 
take it. If the player on the right takes it, the one on the left 
may ask for one, but the banker is not obliged to take a card if 
his offer is accepted by either punter. Cards so drawn are at 
once turned face up. Ties are a stand-off, but the banker pays 
all bets on the side of a punter who has nearer nine than him¬ 
self and "wins all on the side that is not so near as himself, so 
that he may win from both or lose to both. 

CHEMIN DE FER 

This is a variation of Baccarat in which six packs of cards are 
used, all shuffled together. As soon as the first banker loses a 
coup, the player to his left takes the bank and the deal, and re¬ 
tains it until he loses. The banker in each deal gives cards only 
to the player on his right and to himself, so that the banker must 
win or lose each time he deals. The player to the right of the 
banker has a right to go banco, which is a challenge to play for 
the entire capital in the bank at one coup. This takes precedence 
of all other bets made. If the player refuses the one on his 
right again may go banco, and so on in order. 


SPECULATION 

This is a lively round game that several may play, using a 
complete pack of cards bearing the same import as at Whist, 
with fish or counters, on which such a value is fixed as the 
company agree. The highest trump in each deal wins the pool, 
and whenever it happens that not one is dealt, then the company 
pool again and the event is decided by the succeeding coup. 
After determining the deal, etc., the dealer pools six fish, and 
every other player four; next three cards are given to each by 
one at a time, and another turned up for trump; the cards are 
not to be looked at, except in this manner: The eldest hand 
shows the uppermost card, which, if a trump, the company may 
speculate on or bid for, the highest bidder buying and paying 
for it, provided the price offered is approved of by the seller. 
After this is settled, or if the first card does not prove trump, 
then the next eldest shows the uppermost card, and so on, the 
company speculating as they please, till all are exposed, when 
the possessor of the highest trump, whether by purchase or 
otherwise, gains the pool. 

The holder of the trump card, whether acquired by purchase 
or otherwise, has the privilege of keeping his cards concealed 
till all the rest have been turned up. 

To play this game well, little more is requisite than recollecting 
what superior cards of that particular suit have appeared in the 
preceding deals, and calculating the probability of the trump 
offered proving the highest in the deal then undetermined. 


LOO 

Loo, or Lue, subdivided into limited and unlimited Loo, a 
game the complete knowledge of which can easily be acquired, 
is played two ways, both with five and three cards, though most 
commonly with five cards dealt from a whole pack, either first 
three and then two, or by one at a time. Several persons may 
play together, but the greatest number can be admitted when 
with three cards only. 

After cards have been dealt to each player another is turned 
up for trump; the knave of clubs generally, or sometimes the 
knave of the trump suit, as agreed upon, is the highest card and 
styled Pam; the ace of trumps is next in value, and the rest in 
succession, as at Whist. Each player has the liberty of changing 
for others from the pack all or any of the five cards dealt, or of 
throwing up the hand in order to escape being looed. Those who 

78 




Lottery 


79 


play their cards either with or without changing, and do not gain 
a trick, are looed; as is likewise the case with all who have stood 
the game, when a flush or flushes occur, and each, except any 
player holding Pam or an inferior flush, is required to deposit a 
stake to be given to the person who sweeps the board, or divided 
among the winners at the ensuing deal, according to the tricks 
which may then be made. Sometimes it is settled that each 
person looed shall pay a sum equal to what happens to be on the 
table at the time. Five cards of a suit, or four with Pam, com¬ 
pose a flush, which sweeps the board, and yields only to a supe¬ 
rior flush, or the elder hand. When the ace of trumps is led, it 
is usual to say, “Pam be civil,” the holder of which last-men¬ 
tioned card is then expected to let the ace pass. 

Any player having a flush or five cards of a suit in his hand 
loos all the parties then playing, and sweeps the board. 

When Loo is played with three cards, they are dealt by one 
at a time, Pam is omitted, and the cards are not exchanged nor 
permitted to be thrown up. 

In different companies these games are frequently played with 
a few trifling variations from the manner as before stated. 

One of the most usual variations in three-card Loo is the lay¬ 
ing out of two or three extra hands, which are called Misses. 
These may be exchanged with their own hands by any of the 
players, the elder hand having the first choice, and the others 
according to their turn, the dealer being last. It commonly 
happens that the first two or three players avail themselves of 
their option, so that it rarely comes round to the dealer. The 
Miss, which is to be taken at a venture, without previous in¬ 
spection, must be played. 


LOTTERY 

Of the minor games of cards, Lottery is without doubt one of 
the most agreeable when there are a great number of players; for 
it may be played by ten, twelve or more, but not well with less 
than four or five players. Two entire packs of cards are employed, 
one of which serves for the tricks, and the other for the lots or 
prizes. Each player should take a certain number of counters, 
more or less, that and their value depending on the will of the 
players. These points being settled, every one gives the counters 
he has, for his stake, and these, being collected into a box or 
purse on the middle of the table, compose the fund of the Lot¬ 
tery. 

The players being all ranged round the table, two of them take 
each a pack of cards, and as it is of no importance who deals, 
there being no advantage in being eldest or youngest, the cards 
are commonly presented in compliment to some two of the 



80 


Hoyle’s Standard Games 


players. The dealers, after well shuffling the cards, have them 
cut by their left-hand neighbors, and one of them deals a card 
to each player; all these cards are to remain turned, and are 
called the lots; each player then places on his lot what number 
of counters he thinks proper; they should observe, however, to 
make them one higher than the other, that there may be as 
few as possible of the same value. The lots being thus prized, 
he who has the other pack deals likewise to each player one card, 
which are called the tickets; each player having received his 
card, the lots are then turned, and each examines whether his 
ticket answers to any of the lots; for example, if any of the lots 
are the knave of clubs, the queen of hearts, the ace of spades, the 
eight of clubs, the six of diamonds, the four of hearts, the three 
of spades and the two of diamonds, the player whose card 
corresponds to any of these takes up the lot or prize that is 
marked on that card. 

The two dealers then collect those cards that belong to their 
respective packs, and after having shuffled them, deal again in 
the same manner as before, the lots being laid down and drawn 
by the tickets, in the manner we have just mentioned; and such 
lots as remain undrawn are to be added to the fund of the lottery. 
This continues till the fund is all drawn out, after which each 
player examines what he has won, and the stakes are paid in 
money by him who drew the lottery, whose business it is to 
collect and divide it. 

If the party should last too long, instead of giving only one 
card to each for his ticket, you may give two, three, or even 
four, one after the other, according as you would have the partv 
continue. Increasing the value of the lots likewise helps great ly 
to shorten the party. 

Another method is, to take at random three cards out of one 
of the packs, and place them, face downward, on a board cr in 
a bowl on the table for the prizes; then every player purchases 
from the other pack any number of cards for tickets as may be 
most agreeable, paying a fixed sum or certain quantity of counters 
for each, which sums or counters are put in different proportions 
on the three prizes to be gained by those who happen to have 
purchased corresponding cards, and such that happen not to be 
drawn are continued till the next deal. 

This game may be played with a single pack by separating it 
into two divisions, each containing a red and black suit. 


COMMERCE 

Of this there are two distinct methods of playing, the new 
and the old mode. The new way is played by any number of 
persons, from three to twelve, with a complete pack of 52 cards, 
bearing the same import as at Whist, only the ace is reckoned 
as eleven. Every player has a certain quantity of counters on 
which a fixed value is put, and each, at every fresh deal, lays 
down one for the stake. Sometimes the game is continued until, 
or finished when, one of the players has lost all the counters 
given at the commencement; but in order to prevent it from 
being spun out to an unpleasant length, or concluded too soon, it 
is often customary to fix the duration to a determinate number 
of tours or times that the whole party shall deal once each com¬ 
pletely round. 

After determining the deal, the dealer, styled also the banker, 
shuffles the pack, which is to be cut by the left-hand player; then 
three cards, either altogether or one by one, at the dealer’s 
pleasure, are given to each person, beginning on the right hand, 
but none are to be turned up. If the pack proves false, or the 
deal wrong, or should there be a faced card, then there must be 
a fresh deal. 

At this game are three parts: 1st, that which takes place of 
all others, called the tricon, or three cards of the same denomi¬ 
nation, similar to pair-royal at Cribbage; 2dly, the next in rank 
is the sequence, or three following cards of the same suit, like 
tierce at Piquet; and lastly, the point, being the greatest number 
of pips on two or three cards of a suit in any one hand; of all 
which parts the higher disannuls the lower. 

After the cards have been dealt round, the banker inquires. 
“Who will trade?” which the players, beginning with the eldest 
hand, usually and separately answer by saying, “For ready 
money,” or “I barter.” Trading for money Is giving a card and a 
counter to the banker, who places the card under the stock or re¬ 
mainder of the pack, styled the bank, and returns in lieu thereof 
another card from the top. The counter is profit to the banker, 
who consequently trades with the stock free from expense. 
Barter is exchanging a card without pay with the next right-hand 
player, which must not be refused; and so on, the players trade 
alternately, till one of them obtains the object aimed at, and 
thereby stops the Commerce; then all show their hands, and the 
highest tricon, sequence or point wins the pool. The player who 
first gains the wished for tricon. etc., should show the same 
immediately, without waiting till the others begin a fresh round, 
and if any one chooses to stand on the hand dealt, and show it 
without trading, none of the junior players can trade that deal, 
and if the eldest hand stands, then of course no person can trade. 

The banker always ranks as eldest hand, in case of neither tricon 
nor sequence, when the game is decided by the point. Whenever 
the banker does not gain the pool, then he is to pay a counter 

81 


82 


Hoyle’s Standard Games 


to that player who obtains the same, and if the banker possesses 
tricon, sequence or point and does not win the pool, because 
another player has a better hand, then he is to give a counter to 
every player. 

Commerce the old way is played by several persons together, 
every one depositing a certain sum in the pool, and receiving 
three fish or counters apiece, on which a value is fixed, so as to 
leave a sum for that player who gains the final sweep. After 
determining the deal, three cards, beginning on the left hand, 
are given to every player, and as many turned up on the board 
by one at a time. 

This game is gained, as at the other, by pairs-royal, sequences, 
or flushes, and should the three cards turned up be such as the 
dealer approves of, he may, previous to looking at the hand dealt 
to himself, take those so turned up in lieu of his own, but then 
must abide by the same, and cannot afterwards exchange any 
during that deal. All the players, beginning with the eldest 
hand, may in rotation change any card or cards in their posses¬ 
sion for such as lie turned up on the table, striving thereby to 
make pairs-royal, sequences, or flushes, and so on round again 
and again, till all have refused to change, or are satisfied; but 
every person once standing cannot change again that deal. Fi¬ 
nally the hands are all shown, and the possessor of the highest 
pair-royal, etc., or the eldest hand if there are more than one 
of the same value, takes the sum agreed upon out of the pool, 
and the person having the worst hand puts one fish or counter 
therein, called “going up.” The player whose three are first 
gone off has the liberty of purchasing one more, called, “buying 
a horse,” for a sum as agreed, usually one-third of the original 
stake, to be put into the pool. After that, every player whose 
fish are all gone sits by till the game is concluded,.which finishes 
by the person who continues the longest on the boafd thereby 
gaining the pool or final sweep. 


BLIND HOOKEY 

This is purely a game of chance, without any limit as to the 
number of players, but is best suited to a party of four, six or 
ten. Each player cuts for the deal, which is decided in the same 
manner as at Whist. The pack, being then shuffled by the player 
on the dealer’s right hand, may be again shuffled by the dealer 
himself, and, being cut by the right-hand player, is placed by the 
dealer before the player on his left hand. This player cuts a 
parcel for himself, consisting of not less than four cards, nor of 
more than shall allow an equal number at least to all the players, 
and lays them before him with the faces downward. All the 
players having done the same, and a small parcel being left for 
the dealer, he also lays it before him, face downward. Each 



Matrimony 


83 


player then places upon the parcel of cards before him the stake 
which he is inclined to go^ for, and, all the party having followed 
this example, the dealer forthwith turns up his parcel, for he is 
obliged to set the players in the amount they decide to venture. 
The dealer having turned up his parcel, the left-hand player does 
the same, and whoever turns up the highest card wins the stake, 
but should the cards “tie,” that is, be of equal value, the dealer 
wins. This is a considerable advantage, and consequently the 
deal is many points in favor of the holder. It may be sold, and the 
buyer being out, which results from his tum-up card being lower 
than any that is turned up by any of the players, it returns to 
the player on the left hand of the dealer who sold it. This is 
the principle upon which Blind Hookey is commonly played. 


MATRIMONY 

Matrimony may be played by any number of persons from five 
to fourteen. This game is composed of five chances, usually 
marked on a board or sheet of paper, as follows: 


Best 


The Ace of Diamonds turned up. 

V 


w 

y c 


5* 

<* g 

CJ VA 

S3 * 

Intrigue, 

p £ 

-a -o 

or 

*•§• 

'S s 

Queen and Knave. 

O 2 

u 


n 3 
n> 



p 


Pairs 



The Highest. 



N. B. The ace of diamonds turned up takes the whole pool, 
but when in hand ranks only as any other ace, and if not turned 
up, nor any ace in hand, then the king or next superior card 
wins the chance styled best. 

The game is generally played with counters, and the dealer 
stakes what he pleases on each or any chance, the other players 
depositing each the same quantity, minus one; that is, when the 
dealer stakes twelve, the rest of the company lay down eleven 
each. After this, two cards are dealt round to every one, begin¬ 
ning on the left, then to each one other card turned up, and he 
who so happens to get the ace of diamonds sweeps all; if it is 
not turned up, then each player shows his hand, and any of them 
having matrimony, intrigue, etc., takes the counters on that 
point; when two or more people happen to have a similar com¬ 
bination, the eldest hand has the preference; and should any 
chance not be gained, it stands over to the next deal. 




PIQUET 

Hoyle, in his account of this game, as well as of several others 
in his very popular treatise, begins as if he were addressing those 
who had already made considerable progress in the matters under 
discussion. As we have no right to assume any such anterior 
knowledge, but rather the contrary, seeing that our purpose is 
equally to teach the unpracticed as to minister to more mature 
study, we shall commence with the first elements of the game. 

The game of Piquet, then, is played by two persons, with 
thirty-two cards, namely ace, king, queen, knave, ten, nine, eight, 
and "seven of each suit, and these cards rank according to the 
succession in which they are here placed. In reckoning what is 
called the point, the ace counts eleven, the king, queen, knave, 
ten each, and the other cards according to the number of their 
respective pips. Having agreed on the amount of the stakes, the 
next step is to cut for the deal. He that cuts the lowest Piquet card 
deals; having first shuffled the pack, he presents it to his adver¬ 
sary, who if he pleases may shuffle also. Should he do so, the 
dealer may shuffle them again; and having done so, he places 
them before the other, who cuts them. If in this operation a card 
shall drop, the dealer has the right to shuffle over again. It is 
always advisable for the elder hand to shuffle, especially when 
the dealer’s pack is running in his (the dealer’s) favor, for though 
there must of course be a great deal of luck in a run of good 
cards, yet this luck is frequently owing to the neglect of effectual 
shuffling, because in the course of play the cards naturally drop 
into such a position as to cause this run. For the same reason, 
if the run continues against him, he should change his method 
of shuffling, alternating them by one at a time, or three. 

It is a rule with some good players to have two packs. Each 
deals with his own pack throughout the game or partie, unless 
either of them chooses to call for new cards at his own expense; 
at the end of the partie the choice of cards is usually cut for, the 
highest being entitled to the choice. 

The number of points in each game is now one hundred; it 
used to be one hundred and one; fifty saves the lurch. 

In Rubicon Piquet, which is the more popular game, instead 
of playing 100 points up, six deals constitute a game, and at the 
end of these six deals the scores are added up, the lower being 
then deducted from the higher and 100 points added to the dif¬ 
ference. If either or both players fail to reach 100 points in the 
six deals, the higher score is the winner and he adds to his score 
the points made by the loser instead of deducting them. 

The cards are to be dealt two by two, and in no other num¬ 
bers. In this manner each player is to have twelve cards dealt 
him and there will then remain eight cards, which are called ‘The 
stock,” and are to be placed on the board, directly between the 
two players. 



Piquet 85 

'Ihe penalties of misdealing will be found in the rules appended 
to this treatise. 

When the cards are dealt, each player should sort his own hand, 
placing together those of each suit. The first thing to be observed 
by each is whether he has a carte-blanche, that is, whether he has 
no picture cards in his hand; these are the king, queen and knave. 
Should the eldest hand have a carte-blanche, he is to tell the deal¬ 
er to discount for a carte-blanche, and when that is done he shows 
it by counting his cards one by one on the table, with the face 
uppermost. If the younger hand has a carte-blanche, he is to 
wait till the elder has made his discard, and then, before he takes 
in, show his cards as above. The great advantage of a carte- 
blanche is that the player who has it counts ten, which takes 
precedence of every other score, and not only counts towards the 
pique or repique but prevents the adversary from having either 
one or the other; and if the player who holds it is at the point of 
ninety or upwards, he w r ins the game. 

When the players have sorted their cards, the elder hand makes 
his discard, that is to say, he throws out not more than five of 
such cards as he considers of least value, and exchanges them for 
a corresponding number of cards taken from the stock in their 
natural order. The general rules as to discarding by the elder 
hand are two: first, he must exchange one card at least, and 
secondly he must leave three cards in the stock for dealer. If 
he takes in a smaller number than five, he has a right to look at 
such of the five as he leaves. 

The dealer is not bound to discard at all, but if he does he must 
take in, first those that are left by the elder hand, and then his 
own three which are at the bottom of the stock; and though 
these be his rightful number, he is at liberty to take in not only 
those three, but also all that his adversary has left. Should he 
leave any cards, he has a right to look at them, in which case 
the elder hand, after he has led a card, or declared the suit that 
he intends to lead, may look at them also; but if the dealer does 
not look at them neither may the elder hand do so. Here it may 
be observed, that it is often for the advantage of the dealer not 
to look at the cards he leaves; as, for instance, if he has in his 
hand a king unguarded, if the adversary has all the rest of the suit, 
there is no help for it; but it may happen that there are one or 
two cards of that very suit left in the stock, and if so, it is better 
they should be unseen, as the elder hand will be thereby led to 
conclude that the king is guarded. Should the dealer leave any 
cards and mix them up with his own discard, the elder hand has 
a right to see the whole, after having first named the suit he 
intends to lead. 

In either of the above cases, should the elder hand lead a 
different suit from that which he named, the dealer may require 
him to lead any suit he pleases. 

A novice at the game will naturally think that he ought to 
throw out those cards which are of least numerical value; but 
the case is constantly otherwise. He must, therefore, wel 1 consider 


86 


Hoyle’s Standard Games 


the object he has in view and how to attain it. Now, for this 
purpose, he must be well acquainted with the value of the various 
combinations of cards, and of their relative importance in count¬ 
ing the score. 

The various denominations of the score (so to speak) are as 
follows, and they are reckoned in the following order: After the 
carte-blanche already spoken of, there is 1, the point; 2, the 
sequence; 3, the quatorze; 4, the cards; 5, the capot. 

1. The Point .—This counts first. Whoever has the greatest 
number of cards in a suit has the point; but if both players have 
an equal number of cards in the same or different suits, then 
whichever has the greatest number of pips, reckoning the ace as 
eleven, and the court cards as ten each, wins the point. It will 
be readily seen that, in this view of the matter, the five lowest 
cards must be superior to the four highest, the former amounting 
to forty-four, the latter to forty-one. Whoever has the point 
counts one for each card, unless the number ends in four, in which 
case the party holding it counts one less than the number of 
cards. 

2. The Sequence .—A sequence is the having several cards 
in the same suit following consecutively, as ace, king, queen or 
knave, ten, nine, eight. Of these, there are six different kinds: 
1, a tierce, three in sequence; 2, a quart, four in sequence; 3, a 
quint, commonly called “a kent,” five in sequence; 4, a seizieme, 
six in sequence; 5, a septieme, seven in sequence; 7, a huitieme, 
eight in sequence, that is, a whole suit. Of these, the most 
numerous is the most valuable, and where the numbers of cards 
are equal, that which is the highest is most valuable; for instance, 
a tierce to an ace, which is called a “tierce major,” is more 
valuable than any other tierce, though it is inferior to a quart 
to a ten, because the latter contains four cards. A sequence 
counts next to the point; the tierce being worth three, a quart 
four, a quint fifteen, a seizieme sixteen, and so on. Now, sup¬ 
posing the elder hand to have five cards (which are good) for 
his point, he counts five, and if these five form a sequence, he 
counts twenty, that is, five for the point and fifteen for the quint; 
but if he have a quart major (that is, a quart to an ace) and a 
nine, and the dealer has a quint to a knave, the former counts 
five and the latter fifteen; and note that the player who holds 
the highest sequence is entitled to count all lower sequences that 
he may happen to hold in the same or other suits. 

3. The Quatorze .—A player holds a quatorze when he has four 
cards of equal value in the four different suits; that is to say, 
four aces, kings, queens, knaves, or tens; no lower cards count. 
Whichever player holds the. highest quatorze counts fourteen, 
those which are highest taking precedence, and preventing any 
inferior quatorze from being of value. In like manner, if neither 
party holds a quatorze, then three of equal value, as three aces, 
etc., count three, and next in order to the sequence. But the 
lowest quatorze, that of tens, is superior to the highest three, 
that of aces. And it is to be observed, that whoever has the 


Piquet 87 

highest quatorze is entitled to count any other inferior ones, even 
though his adversary should have an intermediate one. Thus 
the quatorze of aces annuls all the others, and the player who 
has them counts a quatorze of tens, though his adversary should 
have a quatorze of kings, queens or knaves. If there is no 
quatorze, he may count three aces, kings, queens, knaves, or 
tens; and it is to be observed that three aces are superior to three 
kings, and so of the rest; and that by virtue of a good quatorze, 
you not only count inferior ones, but also three tens, or any 
other threes except those of nine, eight or seven, although your 
adversary should have three of a superior value. 

Before proceeding to describe the two remaining modes of 
scoring, namely, the cards and the capot, it will be as well, as 
we are at present considering the method or object of discarding, 
to point out to the beginner what he has to aim at, and what to 
avoid. He is to know, then, that if the elder hand counts in his 
hand and plays thirty before the dealer counts one, he at once 
leaps from thirty to sixty, which is called a pique; and if, with¬ 
out playing a card, he counts thirty in his hand, he jumps from 
thirty to ninety, which is called a repique. This will be best ex¬ 
plained by example; and, first, for the pique. Supposing the 
elder hand to have a quint to an ace, in other words a quint- 
major, which is good as a point, it is consequently good, also, 
as a sequence, and counts twenty; suppose him, also, to have 
three aces, which must be good, because he has a quint-major, 
that is, one of each of the cards that can constitute a quatorze, 
that makes him twenty-three; well then, in playing the cards 
his quint-major and the two additional aces must also count one 
each, as will presently be seen, making up a total of thirty, upon 
which the player, instead of saying in his play twenty-nine, 
thirty, says twenty-nine, sixty. This is pique. Again, as to a 
repique. Supposing the elder hand to have the same point, good, 
as above, and four aces besides instead of three, he counts in 
his hand, without playing a card, first, five for his point, fifteen 
for his quint-major, and fourteen for his four aces, that is to say, 
thirty-four in hand, which is ninety-four, in fact, the game in one 
hand. Again, supposing the dealer to have the same hand in 
the two several cases above mentioned: in the former case he 
oounts only twenty-three, that is, his point, quint and three aces, 
and then the elder hand plays a card and counts one, which 
prevents the dealer gaining a repique; whence it will be observed 
that the dealer cannot win a pique, but may win a repique, be¬ 
cause a pique is won by playing up to the number thirty before 
;he adversary has counted one, but the eldest hand when he plays 
lis first card must count one; and in the latter case the dealer 
vould win a repique, because by means of his point, quint and 
our aces, he counts thirty before the elder hand counts one; for 
ill scores made in the hand without playing out count before 
;ards played on the table. For instance, if the elder hand is 
iinety-nine towards the game, and the younger hand ninety-four, 
till, though the elder hand must play one to begin with, yet the 


88 Hoyle : s Standard Games 

younger hand, if he has a good point of six cards, wins the 
game. 

4. The Cards .—We now recur to the fourth of our five methods 
of scoring, called “the cards.” Two cards, one from each player, 
make a trick; if each player has six tricks the cards arc divided, 
but if either wins seven or more tricks he has '‘the cards,” that 
is, he counts ten beyond the number he has already scored. It 
is scarcely necessary to observe that, as in other games, the 
higher card wins a lower and makes a trick. 

5. The Capot .—Whichever player wins all the tricks wins 
what is called a capot, and, instead of ten, adds forty to his score. 

With reference to the playing of the cards, it must be noticed 
that the first player counts one for each card he plays, provided 
it be of the value of a ten at least, and that the second plaj'er, if 
he wins a trick, also counts one, subject to the same limitation. 
W T hoever wins the last trick of the twelve counts one extra, or, as 
it is called, “one for the last card.” A game very often depends 
on the winning of this trick, whence the young player will soon 
discover how r important it is to w r in this last trick. 

It is impossible to give any general rules for discarding which 
shall be applicable in all cases, inasmuch as the number of points 
which you are to aim at securing is continually varying according 
to the yarj'ing position of the game. The ordinary and correct 
calculation is that the elder hand will make twenty-seven points 
and the younger thirteen. Keeping this in view, we will suppose 
that the game is at its commencement; then each player should 
endeavor to procure his proper number. To begin with the elder 
hand: if his cards do not show a very strong probability of his 
gaining a pique or repique, he should discard so as, in the first 
place, to gain the point, and secondly, the cards. He has seven¬ 
teen cards against fifteen, and may reasonably calculate on 
attaining both these ends; but of the two the latter is most im¬ 
portant. To gain the point, the most obvious plan is to keep 
the suit of which he has the most, but in doing so he will often 
lose the cards; he must, therefore, very frequently discard from 
his numerous suit, in order to retain that which is strongest to 
play. And. in doing so, he should never forget that he has more 
chance of taking in to his weaker suit than to his stronger one. 
To give an instance, supposing him to have a tierce-major in 
one suit, and a quint to a knave in another. If he is to discard 
five cards he must clearly break up one suit or the other; if he 
keeps the quint to the knave he will probably lose the cards, for 
he cannot reasonably calculate on taking in the ace and another 
honor in that suit, and unless he has two other aces he will 
almost to a certainty lose the «ards. With still more force does 
this reasoning apply if he has a small quint in one suit and forty- 
one in another, because another tenth card in the latter suit will 
give him a quint-major. To multiply instances would be useless. 
We therefore pass on to the general method of playing the 
younger hand. 

We have already said that the dealer ought to make thirteen 


Piquet 


89 


points. But inasmuch as the elder hand has a great advantage 
over him—because, in addition to having more cards, he has also 
the chance of a pique as well as a repique—he therefore ought 
first of all and especially to consider what his opponent can pos¬ 
sibly make, and to defend himself accordingly. Supposing him, 
then, to have, as above stated, a tierce-major in one suit and a 
quint to a knave in another, in any case, except that of having 
three aces, he should keep his small quint; for, if it is good at 
starting, it prevents the pique, and, if not good, the only chances 
he has of preventing the pique are that he shall take in the queen 
of that suit, wdiich will give him a seizieme, or take in so as to 
break both his adversary’s strong suits, which is a piece of luck he 
can scarcely calculate upon. These are strong, but by no means 
uncommon, cases, given by way of illustration. If any general 
rule can be given at the commencement of a game, it is this, that 
the elder hand (being safe) should play an offensive game, the 
younger hand a defensive game. 

But when the game is further advanced, the principles on which 
the discard is to be made vary exceedingly, and are frequently 
quite the reverse of those above given. In the former case, as 
we have seen, the player commonly gives up the chance of a 
great game in order to make good his average score, unless, in¬ 
deed, he can play for a great game without much risk; but in 
the latter case he abandons the certain winning of his average 
score with the very slender hope of making a pique or repique. 
For instance, supposing the dealer to be within ten of game, and 
the elder hand to have scored only twenty, it is clear that the 
latter must play for a repique. Let him have, then, a tierce- 
major in clubs, a quint to a knave in diamonds, king and knave 
of spades, and knave and nine of clubs, he should discard his 
tierce-major, his king of spades and the nine of clubs, because, 
if he takes in the fourth knave and any card to his quint suit, 
he will probably win the repique. Whereas, with the same cards 
at the beginning of the game, he should discard his four lowest 
diamonds and the nine of clubs, which would give him a safe 
game. But it is unnecessary to multiply instances in this place. 
The general and particular rules that follow, accompanied with 
constant play and careful observation, will best teach the learner 
the most advantageous method of discarding. 

When both parties have discarded and taken in, the elder hand 
declares his point, and asks if it is good; if his adversary has not 
so many, he answers, “It is good;” and if the same number, he 
says, “Equal,” in which case neither counts anything for the 
point; but if the younger hand has more, he answers, “Not good.” 
Whichever gains the point is bound to show it on the table, and 
if he fails to do so he cannot count it; in like manner, if the 
points are equal both must show them, and if either fails to do 
so before he has played a card on the table, his adversary may 
count the point which he has shown. 

The point being decided, the elder hand next declares his best 
sequence, and if that is admitted to be good, he then reckons all 


90 


Hoyle’s Standard Games 


minor sequences, showing them or declaring what suit they are in; 
failing to do this, he is not entitled to count them. 

In like manner, the elder hand proceeds to call his quatorze, or 
three aces, etc.; these he is not bound to show, though his adver¬ 
sary may require him to do so, as it sometimes happens that the 
player has discarded one of a quatorze, and if he calls it im¬ 
properly he reckons nothing that hand, or if he only calls three, 
his adversary is entitled to know which of the four has been dis¬ 
carded. 

When the elder hand has thus counted his game, he plays a 
card on the table, and thereupon the dealer, before he plays in 
answer to that card, is bound to count his own game, that is to 
say, point, sequence and quatorze, or whichever of them he may 
happen to have got. If the younger hand takes the trick he leads 
in his turn, and so the game proceeds till the cards are played out. 

Having thus introduced the beginner to the general method of 
playing this game, we now direct his attention to Edmund 
Hoyle’s 

GENERAL RULES FOR PLAYING PIQUET 

1. You should play by the stages of your game; that is, when 

you are backward in the game, or behind your adversary, play 
a pushing game; otherwise you ought to make twenty-seven 
points elder hand, and thirteen points younger hand; and you 
should in every hand compare your game with your adversary’s 
and discard accordingly.. * 

2. Discard in expectation of winning the cards, which is so 
essential a part of the game that it generally makes twenty-two 
or twenty-three points difference; therefore do not discard for a 
low quatorze, such as four queens, four knaves or four tens, be¬ 
cause in any of these cases the odds are three to one elder hand, 
and seventeen to three younger hand, that you do not succeed; 
for let us suppose you should go for a quatorze of queens, knaves 
or tens, and throw out an ace or a king; by so doing you run the 
risk of losing about twenty points, in expectation of winning 
fourteen. 

3. At the beginning of a party play to make your game, which 
is twenty-seven points elder hand, and thirteen points younger 
hand; therefore, suppose you are elder hand, and that you have 
a tierce-major and the seven of any suit: it is five to two but 
that you take in one card out of any four certain cards; there¬ 
fore, suppose you should have three queens, three knaves or three 
tens, in this case discard one of them preferably to the seven of 
your long suit, because it is three to one that you do not take 
in any one certain card, elder hand, to make you a quatorze, and 
consequently you would discard the seven of such a suit to a great 
disadvantage. 

4. If your adversary is considerably before you in the game, 
the consideration of winning the cards must be put quite out of 
the question; therefore, suppose you should have a quart to a 
queen, or a quart to a knave; in either of these cases it is only 


Piquet 


91 


about five to four, being elder hand, but that you take in a card 
to make you a quint, and about three to one but that you take 
in a queen, a knave or a ten; and should you have three of 
either dealt you, make a push for the game, particularly if it is 
so far advanced as to give you but little chance for it in another 
deal; and in this and other cases you may have recourse to the 
calculations ascertaining the odds. 

5. Gaining the point generally makes ten points difference; 
therefore, when you discard, endeavor to gain it, but do not risk 
losing the cards by so doing. 

6. Saving your lurch, or lurching your adversary, is so material 
that you cught always to risk some points to accomplish either 
of them. 

7. If you have six tricks, with any winning card in your hand, 
never fail playing that card; because, at least, you play eleven 
points to one against yourself by not playing it, unless in the 
course of the play you discover what cards your adversary has 
laid out, or unless by gaining the additional point you save the 
lurch or win the game. 

8. If you are greatly advanced in the game, as suppose you 
are eighty to fifty, in that case it is your interest to let your 
adversary gain two points for your one as often as you can, 
especially if in the next deal you are to be elder hand; but if, 
on the contrary, you are to be younger hand, and are eighty-six 
to fifty or sixty, never regard the losing two or three points for 
the gaining of one, because that point brings you within your 
show. 

9. The younger hand is to play upon the defensive; therefore, 
in order to make his thirteen points, he is to carry tierces, quarts, 
and especially strive for the point; but suppose him to have two 
tierces to a king, queen or knave, as it is twenty-nine to twenty- 
eight that he succeeds, he having in that case four certain cards 
to take in to make him a quart to either of them, and perhaps 
thereby save a pique, etc., he ought preferably to go for that 
which he has the most chance to succeed in; but if he has three 
queens, knaves or tens, and should attempt to carry any of them 
preferably to the others, the odds that he does not succeed being 
seventeen to three against him, he consequently discards to a 
great disadvantage. 

10. The elder or younger hand should sometimes sink one of 
his points, a tierce, or three kings, queens, knaves or tens, in 
hopes of winning the cards; but that is to be done with judg¬ 
ment and without hesitating. 

11. It is often good play for a younger hand not to call three 
queens, knaves, etc., and to sink one card of his point, which his 
adversary may suppose to be a guard to a king or queen. 

12. The younger hand having the cards equally dealt him is not 
to take in any cards if thereby he runs the risk of losing them, 
unless he is very backward in the game, and has then a scheme 
for a great game. 

13. If the younger hand has a probability of saving or winning 


92 


Hoyle's Standard Games 


the cards by a deep discard—as, for example, suppose he should 
have the king, queen and nine of a suit, or the king, knave 
and nine of a suit—in this case he may discard either of those 
suits, with a moral certainty of not being attacked in them; and 
the odds that he does not take in the ace of either of those suits 
being against him, it is not worth his while to discard otherwise 
in expectation of succeeding. 

14. The younger hand having three aces dealt him, it is gen¬ 
erally his best play to throw out the fourth suit. 

15. The younger hand is generally to carry guards to his queen 
suits, in order to make points, and to save the cards. 

16. When the younger hand observes that the elder hand, by 
calling his point, has five cards which will make five tricks in 
play, and may have the ace and queen of another suit, he should 
throw away the guard to the king of the latter suit, especially 
if he has put out one from it, which will give him an even chance 
of saving the cards. 

17. If the elder hand has a quart to a king dealt him with three 
kings and three quecms (including the king to his quart) and is 
obliged to discard either one of his quart to the king, or to dis¬ 
card a king or queen, which is best for him to discard? The 
chance of taking in the ace or nine to his quart to a king, being 
one out of two certain cards, is exactly equal to the taking either 
a king or a queen, having three of each dealt him; therefore he 
is to discard in such a manner as will give him the fairest proba¬ 
bility of winning the cards. 

The foregoing case may be a general direction to discard in 
all cases of the like nature, either for the elder or younger hand. 

18. Suppose the elder hand has taken in his five cards, and that 
he has the ace, king and knave of a suit, having discarded two 
of that suit, and has also the ace, king, knave and two small cards 
of another suit, but no wanning cards in the other suits. Which 
of these suits is he to play from, in order to have the fairest 
chance of winning or saving the cards? He is always to play 
from the suit of which he has the fewest in number; because, if 
he finds his adversary guarded there, the probability is in his 
favor that he is unguarded in the other suit; and should he play 
from the suit of -which he has the most in number, and find his 
adversary’s queen guarded, in that case he has no chance to save 
or win the cards. 

19. If the elder hand is sure to make the cards equal, by plajr- 
ing them in any particular manner, and is advanced before his 
adversary in the game, he should not risk losing them; but if his 
adversary is greatly before him, in that case it is his interest to 
risk losing the cards, in expectation of winning them. 

PARTICULAR RULES AND CASES 

1. Suppose you are elder hand, and that you have dealt vou 
a quart-major, with the seven and eight of clubs, the king and 
ten of diamonds, the king and nine of hearts, with the ten and 


Piquet 


93 


nine of spades. Are you to leave a card, by carrying the quart- 
major and two more of the same suit for the point, with two 
other kings, or to throw out one card from your point? If you 
throw out one card from your point, there is a possibility that 
you reckon only five points, and that your adversary may win 
the cards, by which event he gets eleven points, besides his three 
aces, etc., which gives you a bad chance for the game; but by 
leaving a card, and admitting that one card of consequence lies 
in the five cards which you are entitled to take in, it follows that 
you have four chances to one against leaving that card, and 
consequently it is your interest to leave a card; the odds are also 
greatly in your favor that you take in some one of the follow-ing 
cards in your four cards, viz., there are two to your point, three 
aces and one king. 

2. If you should happen to have the ace, king and four small 
cards of any suit, with two other kings, and no great suits against 
you, the like method may be practiced. 

3. Suppose you should have the king, queen and four of the 
smallest clubs, the king and queen of diamonds, the ace and 
knave of hearts, and the king and nine of spades. How are you 
to discard with a probability of making the most points? You 
are to throw out the queen and four small clubs, and to cam- 
three entire suits, with the king of clubs; for this reason: because 
the chance of your taking in the fourth king is exactly the same 
as the chance of taking in the ace of clubs, in either of which 
cases it is three to one against you; but if you fail of taking in 
the fourth king, by discarding thus you have a fair chance to win 
the cards, which will probably make twenty-two points difference. 
But should you discard with an expectation of taking in the ace 
of clubs, and should happen to fail, being obliged to throw out 
some of your great cards, you would have a very distant chance 
of either saving or winning the cards. 

4. Suppose you should have the king and queen of clubs, a 
tierce-major in diamonds, queen and knave of hearts, and a quint 
to the knave in spades. How are you to discard with a prob¬ 
ability of making the most points? You are to throw out the 
quint to a knave in spades, in order to make the most points; 
because, let us admit that your quint is good for everything, 
after you have taken in, you in that case only score nineteen 
points, if you carry it, and you probably give up the cards, and 
also the chance of a quatorze of queens, besides a great number 
of points in play; and consequently by carrying the quint you 
would discard to a great disadvantage. 

5. Suppose you have the king, queen, seven, eight and nine 
of clubs, the queen and knave of diamonds, the queen, ten and 
nine of hearts, with the ace and nine of spades. How are you to 
discard? You are to discard the king, seven, eight and nine of 
clubs and the nine of spades; by which means you do not only 
go for three suits, but you have the same chance for taking in 
the fourth queen as you have to take in the ace of clubs; besides, 


94 


Hoyle'b Standard Games 


the probability of winning the cards is greatly in your favor by 
this method of discarding. 

6. Suppose you have the queen, ten, nine, eight and seven of 
clubs, the knave and ten of diamonds, the king, queen and 
knave of hearts, with the ace and nine of spades. How are you to 
discard? You are to discard the five clubs; because it is three 
to one that you do not take in the knave of clubs, and the carry¬ 
ing three entire suits gives you a fairer chance to score more 
points. 

7. Suppose you have the ace, queen and knave of clubs, the 
king, queen and knave of diamonds, the queen and knave of 
hearts, with the ten, nine, eight and seven of spades. How are 
you to discard? You are to discard the ace of clubs and the four 
spades, because it is only five to four but that you take in a 
queen or a knave; it is also about three to two that you take in 
an ace; you have also three cards to your tierce to a king to take 
in, viz., the ace and ten, or the ten and nine, to make you a 
quint; all which circumstances considered, you have a fair 
probability of making a great game; whereas, if you should leave 
a card, by throwing out the four spades only, you run the risk 
of leaving one of the following cards, viz., the king of clubs, the 
ace of diamonds, the ace, queen or knave of spades; in any of 
which cases you wduld probably lose more points than by throw¬ 
ing out the ace of clubs; if you should carry two suits, viz., three 
clubs, three diamonds and the queen of hearts, you run the 
risk of putting out fourteen points; and it is only five to 
four against your taking in a queen or a knave, and therefore you 
would discard to a great disadvantage. 

8. Suppose you have the king, queen and ten of a suit, and that 
your adversary has the ace, knave and one small card of that suit; 
and that you have only those three cards left, and you are to 
make three points of them. What card are you to play? You 
are to play the ten. 

9. Suppose you have the ace, queen, ten and nine of clubs, 
also the king, queen, ten and nine of diamonds. Which of these 
suits are you to carry in order to have the fairest probability of 
scoring the greatest number of points? You are to carry the 
king, queen, ten and nine of diamonds, because the chance of 
taking in the ace of diamonds is exactly equal to that of taking in 
the king of clubs; and also the chance of taking in the knave of 
diamonds is equal to that of taking the knave of clubs; by which 
manner of discarding you have a probability of scoring fifteen 
points for your quint in diamonds, instead of four points for the 
quart in clubs, and the chance of winning the cards is better, be¬ 
cause by taking in the ace of diamonds you have seven tricks 
certain, which cannot happen by taking in the king of clubs. 

10. Suppose you have four aces and two kings dealt you, 
younger hand, in order to capot the elder hand, you are to make 
a deep discard, such as the queen, ten and eight of a suit; by 
which means, if you happen not to take in any card to such suit, 
you may probably capot the adversary. 


Laws of Piquet 


95 


11. Suppose, being elder hand, that you have the ace, queen, 
seven, eight and nine of clubs; also the ace, knave, seven, eight 
and nine of diamonds. Which suit are you to carry, in order to 
make the most points? You are to carry the ace, knave, seven, 
eight and nine of diamonds because the taking in of the king 
of diamonds is equal to the taking in of the knave of clubs, and 
consequently as good for winning the cards; but you have the 
chance of taking in the ten of diamonds to make you fifteen 
points, which event cannot happen by taking in any one certain 
card in clubs. 

12. Suppose, elder hand, that you have the ace, queen, seven, 
eight and ten of clubs; also the ace, knave, seven, eight and 
ten of diamonds. Which suit is best to carry? You are to carry 
the diamonds, because the chance of taking in the king of dia¬ 
monds is equal to the chance of taking in the king of clubs, and 
consequently as good for winning the cards; but you have an ad¬ 
ditional chance of taking in the nine of diamonds to make your 
fifteen points, which event cannot happen by taking in one certain 
card in clubs. 

13. Suppose you have the ace, queen, ten and two more of a 
suit; also the ace, queen and ten only of another suit. And let 
us suppose that your adversary has shown six cards for his point— 
suppose the ace, queen and four small ones; and suppose you are 
guarded in that suit. As soon as you have the lead, you are to 
play from the suit of which you have the fewest in number, be¬ 
cause if he is guarded in that suit, he is probably unguarded in 
the other suit; but should you begin with the suit of which you 
have the most in number, if he happens to be guarded there, you 
have then no chance to win the cards; which may prove other¬ 
wise if you begin with the suit of which you have the fewest in 
number. If he is guarded in both suits, you have no chance to 
win the cards. 

LAWS OF THE GAME AT PIQUET 

1. The elder hand is obliged to lay out at least one card. 

2. If the elder hand takes in one of the three cards which 
belong to the younger hand, he loses the game. 

3. If the elder hand, in taking his five cards, should happen to 
turn up a card belonging to the younger hand, he is to reckon 
nothing that deal. 

4. If the elder or younger hand plays with thirteen cards, he 
counts nothing. 

5. Should either of the players have thirteen cards dealt, it is 
at the option of the elder hand to stand the deal or not; and if 
he chooses to stand, then the person having thirteen is to dis¬ 
card one more than he takes in; but should either party have 
above thirteen cards, then a new deal must take place. 

6. If the elder or younger hand reckons what he has not he 
counts nothing. 

7. If the elder hand touches the stock after he has discarded, 
he cannot alter his discard. 


96 


Hoyle’s Standard Games 


8. If a card is faced, and it happens to be discovered either in 
the dealing or in the 6tock, there must be a new deal, unless it 
be the bottom card. 

9. If the dealer turns up a card in dealing, belonging to the 
elder hand, it is in the option of the elder hand to have a new 
deal. 

10. If the younger hand takes in five cards, he loses the game, 
unless the elder hand has left two cards. 

11. If the elder hand calls forty-one for his point, which happens 
to be a quart-major, and it is allowed to be good, and only 
reckons four for it, and plays away, in this case he is not entitled 
to count more. 

12. If the elder hand shows a point, or a quart, or tierce, and 
asks if they are good, and afterwards forgets to reckon any of 
them, it bars the younger hand from reckoning any of equal 
value. 

13. Carte-blanche counts first, and consequently saves piques 
and repiques. It also piques and repiques the adversary in the 
same manner as if those points were reckoned in an} 1, other way. 

14. Carte-blanche need not be shown till the adversary has first 
discarded; but if you are elder hand, you must bid the younger 
hand discard for carte-blanche; after he has done this you 6how 
your blanche by counting your cards down one after another. 

15. You are to cut two cards at the least. 

16. If the elder hand calls a point and does not show it, it is 
not to be reckoned, and the younger hand may show and reckon 
his point. 

17. If you play with eleven cards or fewer, no penalty attends 
it. 

18. If the elder hand leaves a card, and after he has taken in 
happens to put to his discard the four cards taken in, they must 
remain with his discard, and he only plays with eight cards, viz., 
those added to his discard. 

19. If the younger hand leaves a card or cards and mixes it 
with his discard before he has shown it to the elder hand, who 
is first to tell him what he will play, the elder hand is entitled 
to see his whole discard. 

20. If the younger hand leaves a card or cards, and does not 
see them, nor mixes them to his discard, the elder hand has no 
right to see them; but then they must remain separate whilst 
the cards are playing, and the younger hand cannot look at them 
at all. 

21. If the younger hand leaves a card or cards and looks at 
them, the elder hand is entitled to see them, first declaring what 
suit he will lead. 

22. If the dealer deals a card too many or too few, it is in the 
option of the elder hand to have a new deal; but if he stands the 
deal, he must leave three cards for the younger hand. 

23. You are, in the first place, to call your point; and if you 
have two points, and design to reckon the highest, you are to call 
that first, and are to abide by your first call. 


97 


Terms Used in Piquet 

24. You are to call your tierces, quarts, quints, etc., next, and 
to call the highest of them, in case you design to reckon them. 

25. You are to call a quatorze, preferable to three aces, etc., 
if you design to reckon them. 

26. If you call a tierce, having a quart in your hand, you must 
abide by your first call. 

27. Whoever deals twice together and discovers it previous 
to seeing his cards may insist upon his adversary dealing, although 
the latter may have looked at his cards. 

28. Should the pack be found erroneous in any deal, that deal 
Is void; but the preceding deals are valid. 

29. The player who at the commencement does not reckon or 
show carte-blanche, his point, or any sequence, etc., is not to 
count them afterwards. 

30. No player can discard twice, and after he has touched the 
stock he is not allowed to take any of his discard back again. 

31. When the elder hand does not take all his cards, he must 
specify what number he takes or leaves. 

32. Whosoever calls his game wrong and does not correct him¬ 
self before he plays is not to reckon anything that game; but the 
adversary is to reckon all he has good in his own game. 

33. Any card that has touched the board is deemed to be 
played, except in case of a revoke. 

34. If any player names a suit and then plays a different one, 
the antagonist may call a suit. 

35. The player who looks at any card belonging to the stock 
is liable to have a suit called. 


TERMS USED IN PIQUET 

Capot is when either of the players makes every trick, for 
which he scores forty. 

Cards signify the majority of tricks, which reckons for ten 
points. 

Carte-Blanche means a hand without a court card in the twelve 
dealt, which counts for ten and takes place of everything else. 

Huitieme, eight successive cards of the same suit, counts eight¬ 
een points. 

Pique is when the elder hand has reckoned thirty in hand and 
plays before the adversary has gained one; in which case, in¬ 
stead of thirty it is called sixty, adding thereto as many points 
as are obtained above thirty. 

Point, the greatest number on the cards of the same suit in 
hand after having taken in, reckoned by their pips, scores for as 
many points as cards. 

Quart, four cards in sequence of the same suit, counts four 
points: there are five kinds of quarts: the first, called quart- 
major, consists of ace, king, queen and knave; the second, 
quart from a king, of a king, queen, knave and ten; the third, 
quart from a queen, of queen, knave, ten, nine; the fourth, 


98 


Hoyle’s Standard Games 


quart from a knave, of knave, ten, nine, eight; the fifth, a basse 
quart or quart-minor, of ten, nine, eight and seven. 

Quatorze, the four aces, kings, queens, knaves or tens, score 
fourteen points. 

Quint means five cards of the same suit in sequence, anc 
reckons fifteen points; there are four sorts of quints, a quint- 
major of ace, king, queen, knave and ten, down to knave, ten 
nine, eight and seven, styled a quint-major. 

Repique signifies when one of the players counts thirty or more 
in hand before the adversary obtains one; then it is called ninety 
reckoning as many points above ninety as were gained abovt 
thirty. 

Septieme, or seven of the same suit in sequence, counts foi 
seventeen points; there are two septiemes, one from the ace, th« 
other from the king. 

Sixieme, or six cards of the same suit in sequence, reckons foi 
sixteen points: there are three sorts of sixiemes, viz., sixieme- 
major from the ace, sixieme from the king, and sixieme-minoi 
from the queen. 

Threes of aces, etc., down to tens, reckon three points. 

Talon, or Stock, means the eight remaining cards after twelve 
are dealt to each player. 

Tierce, or sequence of three, reckons for three: there are si? 
kinds of tierces: tierce-major, of ace, king, queen, down to nine 
eight, seven, styled tierce-minor. 


ECARTE 

The following treatise, for which we are indebted to the kind¬ 
ness of the author, was written in the first instance merely for 
the use of a circle of friends among whom he was at the time 
residing, and by whom the game was frequently played. A long 
residence on the Continent, where the game is held in very gen- 
eral esteem, and a personal aptitude for games of calculation 
peculiarly fitted him for the self-imposed task. The spirit and 
style of his essay are evidences that it is the production of one 
on the best of terms with his subject, and by no means without 
confidence in himself. 


PART I.—ON THE RULES 

Of all games of commerce, the most fashionable at this moment 
is Ecarte; yet, strange to say, we have never yet been furnished 
with a complete treatise on its rules—still less has any writer 
indicated the method of playing, or explained its niceties and 
different combinations. Hence was the author determined to 
compile a treatise in which should be laid down, not only the 
rules recognized and adopted by the clubs, but also be pointed 
out how to detect and punish the different errors which might be 
committed in the course of the rubber. 

It became necessary to give an example of the ordinary games, 
and the manner of playing them; hence he has added to this 
treatise directions how the cards ought to be played in different 
games, whether with a view to win points or to avoid losing 
them,—taking for his basis every probable combination which the 
doctrine of chances presents in a game composed of thirty-two 
cards. 


ON THE GAME OF ECARTE 

1. Ecarte is played by two persons with a pack of thirty-two 
cards, the deuce, three, four, five and six of each suit being dis¬ 
carded. The king is the highest card; the ace ranks next after 
the knave (or jack). 

2. Five points scored are game, unless there be any mutual 
agreement to the contrary. 

3. The score is always marked on the side of the stakes. 

4. The money, whether stakes or bets, is always put on the 
:able. 

5. Whoever wins three tricks scores one point: whoever wins 
ill the tricks scores two. This is called, in French, making 
:he “vole.” 


100 


Hoyle’s Standard Games 


6. Only two points can be scored in a single deal, unless one oi 
the parties hold or turn up the king of trumps. 

7. It may be either played in games or rubbers. A rubber con* 
sists in winning two games out of three. 

8. The winner cannot refuse giving “a revenge”; the loser is 
not obliged to accept it. 

9. It is usual to have two packs of cards, used alternately; tc 
prevent mixing them, the backs should be of different colors. 


ON CUTTING, AND CUTTING FOR DEAL 


1. First cut for deal. Highest deals. Either player may shuffle, 
dealer last, and dealer’s opponent (pone) cuts, leaving at least 
five cards in each packet. There is a slight advantage in dealing, 
because the king turned up scores a point. 

2. Many players imagine it is as advantageous to be elder as 
younger hand; in other words, as advantageous to play first as 
to be played up to; they are in error,—for it is only 7 to 1 
against the king being turned up and it is more than 7 to 1 
against the first player making the point for the sole reason that 
he is first player, i.e., with cards which win because he is first, 
and which would lose were he last. 

3. Another advantage in dealing is, that if pone proposes, the 
dealer presumes that his adversary has a weak hand, and can 
profit by this knowledge by refusing to give cards, whilst pone, 
playing without throwing out (ecarte signifies “thrown out”), can 
have no clue to the strength of the dealer’s cards. 

4. The dealer has choice of cards: this choice once made must 
last throughout the game, unless fresh cards be called for, which 
is allowable. 

5. If in cutting for deal several cards are shown, the lowest, of 
those turned up is accounted the cut. 

6. Whoever neglects to show his cut is supposed to have the 
lowest cut of all. 

7. The cut holds good even if the pack be incomplete. 

8. When a pack of cards is discovered to be incorrect, all pre¬ 
ceding deals—even that in which the discovery is made, provided 
the deal be already played out—hold good. 

9. A cut must consist of more than one card. 



ON DEALING—THE PLAY 


1. The cards are dealt by two and three or by three and two, 
Five are given to each player, and the eleventh is turned up. 

2. The turned up card indicates the suit of the trumps. 

3. A trump is superior to every other card of a different suit. 

4. When once the cards are dealt by two and three, or by three 
and two, this order cannot be changed during the game, unless 
by giving notice to the adversary previously to his cutting. 

5. If this order of dealing should be changed, the adversary 


Ecarte 


101 


has a right to call a fresh deal, provided he has not seen his hand. 
Dnee, however, the hand is seen, the deal holds good. 

6. The residue of the pack (Fr. talon ) is placed on the right of 
the dealer, and the ecart (or cards rejected) on the left, both to 
avoid confusion and to show, if forgotten, which party was dealer. 

7. The dealer ought always to shuffle, the cards, and the ad¬ 
versary always cut; but the latter is entitled to shuffle also be¬ 
fore cutting, and the dealer to re-shuffle afresh, or to present the 
pack for the cut without re-shuffle, or to call for fresh cards. 

8. It is allowable to shuffle the cards each time they are pre¬ 
sented for cutting, but not to do so twice following in the same 
deal. 

9. The party receiving cards plays first. 

10. The king of trumps counts as one point in favor of the 
person either turning it up or holding it. 

11. It is not sufficient that the holder of the king mark it; he 
ought to distinctly announce that he has the king. If the holder 
is also pone, he ought to make this announcement before he 
leads his first card, except when he plays king first, and in that 
case it is allowable to announce it after it is on the table, but 
before it is covered by the adversary's card. This rule is only 
applicable to pone; the dealer should invariably announce the 
king just before covering pone’s first card, otherwise he cannot 
score it ; for his own interest he ought not to announce it until 
just after the opponent’s first card is played. 

12. When a player deals out of his turn, and the error is per¬ 
ceived before the trump is turned up, there is a fresh d£al by 
the proper dealer; if the trump is turned up, the deal is put 
aside, and is a good deal for the next time; if the error is per¬ 
ceived only after the hand is played, the deal holds good, since 
the fault lies between the two players, the one in having dealt, 
the other in having allowed the deal. 

13. A player who plays before his turn is only obliged to cake 
back his card; if, however, it is covered, the trick is good, this 
fault also being committed through the negligence of both players. 

14. When pone is not satisfied with his hand, he proposes to 
take other cards, saying, "I throw out,” or “I propose” (usually, 
however, the French terms are adopted in this game, “J’ ecarte” 
or “Je propose ”); the dealer accepts or refuses, according to 
whether satisfied or not with what he holds; if he accept, he gives 
as many cards as his adversary requires, and then serves himself 


with as many as he may want. 

15. Whoever plays without changing cards, or whoever refuses 
to change cards, loses two points if he make not three tricks; 
and making them, scores but one. 

16. When a proposition is once made or refused, there can be 
no retracting; also, when once a certain number of cards are 
asked for, that, number can neither be diminished nor increased. 

17. If, after the second time of giving cards, pone still wishes 
to propose, he has the power of so doing; likewise after the third, 



102 


Hoyle’s Standard Games 


and bo on until the pack is exhausted; but the dealer in refusing 
no longer loses two points if he does not make three tricks. 

18. When, after having changed (or ecarte’d) several times, 
pone proposes again, without paying attention as to whether 
sufficient cards remain or not, and the dealer inconsiderately ac¬ 
cepts, the former takes as many cards as he needs; so much the 
worse for the latter if there remain not sufficient for him, or even 
none at all—as he dealt, it was his duty to pay proper attention; 
in this case he keeps his own hand, and if he has already ecart6’d, 
takes at hazard, from the cards thrown out, the necessary number 
to complete the hand. 

OF FAULTS IN GENERAL 

1. Each player, previously to receiving fresh cards, puts his 
ecart (or those he rejects) on one side, and, once this ecart is 
made, he can no longer touch it. Should either happen to look 
at the rejected cards, even his own, not only is it forbidden to 
retake them, were they even trumps, but he is obliged to play 
with his cards on the table, being supposed to have cognizance 
of his adversary’s ecart. 

2. It is obligatory to play the color announced: thus any 
one calling “club,” and playing spade or any other suit, is obliged, 
if the adversary desire, to retake his card and to play the suit 
announced; if he has none the adversary can call a suit. 

3. If, however, the adversary deem the card played more favor¬ 
able to him than the suit announced, he has the right to hinder 
its being taken back. 

4. Whoever from mistake, or otherwise, announces “the king,” 
and has it not, loses one point independently of the result of that 
deal; that is to say, instead of marking the king thus falsely 
announced, the adversary marks it unless the mistake is declared 
previously to a card being played. It is easy to see the necessity 
of this forfeit, since a ruse of this nature might cause the other 
party to lose the point or miss the vole from not daring to lead 
trumps, thinking the king to be in his adversary’s hand. 

5. It is not allowable to look at the adversary’s tricks, under 
pain of playing with cards on table. 

6. Whoever through error, or purposely, throws his cards on 
the table, loses one point, if he has already made a trick, and two 
points if he has not. 

7. The cards are considered as thrown on the table if, being 
embarrassed to keep a suit, a player lowers them so as to show 
them to his adversary; since it is possible by this movement to 
make him believe that the trick is abandoned and induce him 
to show his cards also. 

8. A player who quits the game loses it. 

9. If a faced card is found in the pack, and it is perceived in 
dealing, the deal is null, except when the faced card happens to 
be the eleventh, because in that case there is no interference 
with its destiny. 


Ecart £ 


103 


10. If it be detected only after the ecart, and the faced card 
alls to the partner receiving cards, he may either keep it or 
lemand a new deal, taking the deal himself, the fault lying with 
he dealer, it being possible to have been committed purposely, 
vith a fraudulent intention, by an unscrupulous player. 

11. If the faced card fall (after the ecart) to the dealer, the 
leal holds good; equally good is it should the faced card re- 
nain unperceived till both players have finished taking in cards. 

ON REVOKING OR UNDERFORCING 

1. It is forbidden to either revoke or underforce (sous-forcer). 
rhis term means answering a card with one of the same suit, 
DUt inferior value to those remaining in hand; for instance, put¬ 
ting the nine of clubs on the ten, having the ace in hand. 

2. When a player revokes or underforces, he is obliged to re¬ 
take his card, and the hand is played over again; but a player 
committing this fault does not score if he makes the point, and 
scores only one if he makes the vole. 

ON MISDEALING 

1. When the dealer turns up two or more cards instead of one, 
pone has the right to pick out that which ought to be the trump, 
or to put aside the cards thus exposed and take the next remain¬ 
ing on the pack for truirip, or to recommence the hand, taking 
the deal; but he has only this last choice provided he has not 
seen his hand. 

2. When the dealer shows or turns up one or more cards of his 
adversary’s hand, he must finish dealing, and the adversary has 
then the choice of recommencing the hand, taking the deal, or 
counting the deal good. 

3. If the cards exposed belong to the dealer, neither party 
has the choice of recommencing the deal, the fault being preju¬ 
dicial to the dealer who has chosen his cards and advantageous 
to the player who has seen them. 

4. If, however, this happen after the ecart (or change) the 
party who has exposed the cards can only require another or 
others, but cannot recommence the deal. 

5. If the dealer, after changing, turns up a card as if he were 
turning up the trump at the beginning of the hand, he can neither 
refuse a fresh change to his adversary, nor to give him the card 
thus turned up. 

ON MISDEALING THE ENTIRE HAND 

[Note. The entire hand (called in French d’emblee ), is the first hotid 
dealt by each dealer, when five cards are given to each party and one 
turned up, making the full number of eleven.] 

1. If the dealer gives one or more cards tpo many, pone has 
the right either to look at his hand and throw out the supernum- 


104 


Hoyle’s Standard Games 


erary cards, first showing them to the dealer, or to recommence 
the hand, taking to himself the deal. 

2. If he has given too few, pone has the right to take the 
number wanting from the talon or residue of the pack, without, 
however, changing the trump, or to recommence, taking the deal. 

3. If, on the contrary, the dealer has dealt himself too many 
cards, the adversary has a right either to pick out at hazard 
the supernumerary cards, or to recommence the hand, taking 
the deal. 

4. If the dealer deals himself too few cards, the adversary has 
a right either to make him take the number wanting from the 
talon, or recommence the hand, taking the deal. 

5. If one of the two players, having too many or too few 
cards, should ecart without giving notice to his adversary, and 
if the latter should perceive it, either from counting the cards 
thrown out, or in any other way, the player who thus makes a 
false ecart loses two points and the right of marking the king, 
even if he had turned it up. 

ON MISDEALING AFTER CHANGING CARDS 

1. If the dealer gives more or less cards than asked for, he 
loses the point and the right of marking the king if he has it in 
his hand, but not if he has turned it up, the turn-up being 
anterior to the misdeal. 

2. If the dealer deals himself more -cards than he has thrown 
out, he loses the point and the right of marking the king if he 
has it in his hand. 

3. If he deals himself fewer, he completes his hand from the 
first cards of the talon, since they are his by right. 

4. If he only perceives it when he has played, pone counts 
as tricks those cards which cannot be covered/ 

5. If, however, the fault is not the dealer’s, as in the case where 
pone has asked for more or less cards than he has thrown out, 
then pone loses one point and the right of marking the king. 
But if he has too few cards he may mark it, for the simple 
reason that, holding the king with too few cards, he would of 
course have equally held it if he had asked for his proper number. 

6. Whoever (after having changed cards) holds more than five, 
loses a point and the right to score the king. 

7. Any case not mentioned in this treatise ought always to be 
decided against the player who commits the fault. 

PART n.—ON THE PRINCIPLES 

Ail games of hazard are subject to an analysis founded on 
mathematical principles. Many calculators have exercised their 
talents in analyzing different games, but not one has entered 
into any details on the game of ficarte. 

The following are the fundamental principles of this game: 

1. As five cards are dealt to each, and one turned up, it is 


Ecvrt£ 


105 


evident that a player, after having looked at his hand, has a 
knowledge of six cards, and that there remain twenty-six un¬ 
known to him, viz., twenty-one in the talon and five in his 
adversary’s hand, making altogether thirty-two, of which number 
the pack is composed. 

2. It is then oh the six known and the twenty-six unknown 
cards that he must base his calculations. 

For example: if in the six known cards there are two of the 
same color turned up (or trumps) there remain six trumps in the 
twenty-six unknown. 

Hence, if in the twenty-six unknown there are six trumps, or 
rather less than a quarter, it is probable that in the adversary's 
five cards there is, at most, but one trump, since one is also a 
trifle less than the quarter of five. 

This principle is the basis of all; from it arise all others; and 
in order to place it in a more obvious light, we have given in 
the following table the number of the principal combinations of 
twenty-six cards, calculated mathematically. 

Twenty-six cards can form 65,780 combinations of five cards, 
or, in other words, 65,780 different hands of five cards each. 





IF IN 

THE 

SIX KNOWN CARDS 




there 

there 

there 

there 

i 

there 

there 

there 



is not 

are 

are 

are 

are 

are 



one 

is one 
club 

two 

three 

four 

five 

six 



club 

clubs 

clubs 

clubs 

clubs 

clubs 

The science of com¬ 









binations teaches 

that the number of 
hands of five cards 
which will be with¬ 
out a club, in the 
twenty-six unknown 
cards, is. 


8568 

11628 

15504 

20349 

26334 

33649 

42504 

With one club. 


24480 

27132 

29070 

29925 

29260 

26565 

21252 

With two clubs.... 


22848 

20349 

17100 

13300 

9240 

5313 

2024 

With three clubs. . . . 


8568 

5985 

3800 

2100 

924 

253 

. 

With four clubs... 
With fivp rlnhs 


1260 

56 

665 

300 

105 

22 




21 

6 

1 








Total. 


65780 

65780 

65780 

65780 

65780 

65780 

65780 



1 




To point out the method of using this table,—suppose the 
player has but one club in the hand first dealt him, and that the 
trump card is also a club, making two known clubs, and that it is 
desired to ascertain what are the chances of probability which 
can also give two or more to the adversary. 

It will be seen in the third column that of the 65,780 hands 
which the twenty-six unknown cards can form, there are— 
























106 


Hoyle’s Standard Games 


Without one club . 15,504 

With one club . 29,070 

Total of hands which have not two clubs.... 44,574 

Hands with two clubs . 17,100 

“ “ three clubs . 3,800 

“ “ four clubs . 300 

“ “ five clubs . 6 

Total of hands which have two or more clubs 21,206 

Total of hands which twenty-six cards can form 65,780 


From these combinations we may draw the conclusion that a 
player can risk with probability of success a first hand which 
ought to win the point if it does not encounter two trumps in 
that of his adversary, since the odds are 44,574 against 21,206, 
or, reduced to simple terms, a little more than 2 to 1, that two 
clubs will not be found in the adversary’s first hand. 

The kings being superior cards, and that turned up of double 
importance (as the king gives one point, moreover as a trump 
taking all other trumps), it is an interesting inquiry how many, 
according to the doctrine of chances, there are likely to be in 
the adversary’s hand after the cards have been distributed to each 
of the players and the trump ascertained. 

To resolve this question we have compiled the following table: 


The number of hands 1 
without a king in the 1 .. 
26 unknown cards is J 
With one king. 

IF IN THE SIX KNOWN CARDS 

there is 
not one 
king 

there is 
one 
king 

there 

are 

two 

kings 

there 

are 

three 

kings 

there 

are 

four 

kings 

26334 

29260 

9240 

924 

22 

33649 

26565 

5313 

253 

42504 

21252 

2024 

53130 

12650 

65780 

With two kings . 


With threee kings . 



With four kings . 




Total . 





65780 

65780 

65780 

65780 

65780 



Hence, if there were one king in the six known cards, it would 
be seen in the second column that in 65,780 different hands 
which the adversary can have there w ill be 33,649, that is to say, 
more than half, which are without kings, and consequently it is 
probable that he has no king in his hand. 

This rule about kings applies also to queens, knaves, etc. 

This same table serves to ascertain the probability of finding 







































£cart£ 


107 


the king of trumps in the adversary’s hand; it is sufficient to 
glance down the fourth column, where it is seen that when one 
king only fixes the attention, there are 12,650 games that contain 
it, and that there are 53,130 which do not. 

Consequently the odds are 53,130 against 12,650, or, in simple 
terms, 21 against 5, that the adversary has not the king of trumps, 
first hand. 

It 'will perhaps be noticed that the first three columns of the 
last table are the same as the last three of the preceding table; 
this arises from the circumstance that when there are four, five 
or six clubs known, and there consequently remain four, three 
or two in the twenty-six unknown cards, the case as to the prob¬ 
ability of finding four clubs is exactly similar to that of finding 
four kings. 


PART III.—ON THE METHOD OF PLAYING 

When a player holds (comprising the king of trumps) three 
cards which insure the point, he ought always to propose, if 
the two remaining cards are not sufficiently strong to give reason¬ 
able expectation of the vole. It is even good play to propose, 
were it only for one card, in order to hazard receiving a refusal, 
or to make the vole if the proposal is accepted, and there should 
be five cards in the rentree (or take-in). 

When pone has hopes of making the vole, and the adver¬ 
sary cannot answer a lead of trumps, it is better to play a king 
if single, than to continue trump; because, the system of the 
game being to play double cards (i.e. y two or more of a suit), 
if the adversary is dubious which to retain, he will by preference 
keep the suit in which he was attacked. If the player is en¬ 
gaged with an adversary who is acquainted with this ruse, it may 
be still advantageous to act in a similar manner, but in an inverse 
sense; that is to say, equally play the king, although guarded, 
before continuing trump, because, imagining that it is done to 
induce him to keep the suit of the king already played, he will 
part with it more readily than any other suit. 

When pone expects to make the vole, and has not trumps 
sufficiently strong to begin by playing them, he must be careful 
to keep changing his suit in order not to be ruffed, and to be able 
to make a trump, whatever it may be, at the fourth card after 
having secured the point. 

When pone has made two tricks, and remains with the 
queen of trumps and two small ones, knowing the king to be 
in the adversary’s hand, he ought to lead with one of the small 
trumps, and wait with the queen guarded. Nothing could 
prevent his making the odd trick even against king third. 

When there is a fear lest the adversary should make the vole, 
and pone has only one trump and four weak cards, without 
any hope of making the point, he must play his strongest single 
card, in order to get a chance of employing his trump in case 
the suit of his single card should be led up to him. 


108 


Hoyle’s Standard Games 


When the game is three against four, and the player who is 
at four makes his adversary play, or plays himself without chang¬ 
ing, the one who is at three, if he have the king, would do well 
not to announce it, in order to draw his antagonist into the error 
of leading trump to pass his good cards, and be taken by the king 
which he did not expect, thus losing the point which he would 
perhaps have won had he known that the king was in the adver¬ 
sary’s hand: in this case it is the less consequence for the player 
who is at three to announce his king and mark it, inasmuch as 
he gains two points, that is, the game, if he make three tricks, his 
adversary having played, or forced him to play, without chang¬ 
ing- 

[Note. To pass a card means to lead it and make a trick with it, with* 
out its being taken by a higher of the same suit or ruffed.] 

HANDS TO BE PLAYED WITHOUT PROPOSING 

These are termed “jeux de regies.” No hand ought to be 
played without proposing, except when the odds are 2 to 1 
that pone make three tricks, for the risk is 2 to 1 against him 
if he do not make them, except the cases where the adversary 
is at four, because as he then wants but one point to win, the 
risk is no longer 2 to 1, and by playing without a change the 
chance of giving him the king is avoided. 

On this principle all jeux de regies are played without changing 
(although there be a few which can scarcely reckon in their 
favor 2 to 1). 

The following are jeux de regies: all those hands which cannot 
fail making three tricks, except from finding two trumps (first 
hand) in the adversary’s hand. 

Example 1.—A has one trump, no matter how small, a tierce 
major, and a small card of either remaining suit; the odds are 
more than 2 to 1 that he wins the point (the probability is dem¬ 
onstrated in the first table). Begin wdth the king of the tierce, 
and continue the suit, if not ruffed, until you are ruffed; if it 
happens at the second card, your trump will bring you back to 
your suit and enable you to make the third trick. 

Example 2.—Two trumps, a queen .second, and a small card. 
This hand ought always to be risked by pone, although the 
odds are scarcely 2 to 1. If the trumps are small, begin by playing 
the single card, being certain, if it is taken, the adversary will 
not return the suit, and that he will prefer playing a king if he 
has one; should it be of that suit of which you hold queen 
second, you make her, later, w T ith the two trumps, supposing he 
has not superior ones. But if one of the two trumps is strong, 
for instance, the queen or the knave, you must then begin with 
the queen guarded; because you hope, if she is ruffed, to regain 
the lead with one of your trumps, and then make a trick with 
your knave or queen of trumps, in order to pass the second card 
of the queen which has been ruffed. 

Example 3.—Two trumps, a knave and ace of another suit, and 


Ecarte 


109 


another knave. Begin with the knave guarded; if it passes, and 
the trumps are sequences, and pretty high, risk one; if that makes, 
play the other, and then your ace, etc. Generally speaking, a 
player ought to commence with a card which is guarded, except 
when he fears the vole or when he can only hope for the point 
by being played up to. 

Example 4.—Two kings, and queen second. As necessarily one 
king is guarded, begin with this; if it makes a trick, continue the 
suit; should it be luffed, the chance remains of regaining the lead 
through the other king, or through the queen, and returning 
afterwards to the suit of the king first played. 

Example 5.—One trump, a king single, and a queen third. 
(This is a weak hand if pone has not the lead.) If you have 
the lead, commence with the queen; if she passes, continue the 
color; if she is ruffed, immediately you regain the lead, again 
play the suit of the queen that has been ruffed. 

Example 6.—One trump, and king fourth. If your trump 
happens to be the queen, play her; for the odds are 21 to 5, that 
is, rather more than 4 to 1, that the king is not in the adversary’s 
hand, more than 2 to 1 that he has not two trumps, and 55,594 
to 10,186, or more than 5 to 1, that he has not two cards of the 
suit of which you hold king fourth; but it is especially neces¬ 
sary when you are at three, and your adversary four, that you 
should not hesitate playing the hand in this manner. For be 
it observed that in every other position probabilities which would 
appear only to offer favorable chances isolated present also the 
contrary when united: for, firstly, you may encounter the king 
of trumps and then probably lose two points; you would like¬ 
wise lose if you encountered two cards of the suit of which you 
hold the king; and if the adversary is enabled to take, you might 
equally lose against an adversary who has no trump; -whilst by 
beginning w r ith the king fourth you can win against an adversary 
who has two trumps, if, after having ruffed, he should lead trump 
in order to pass a king. 

Example 7.—Two trumps, and three cards of a suit. This is a 
very strong hand, and ought always to be risked by the player. 
Having the lead, you commence with the highest card of > T our 
suit; if it is ruffed, your adversary must have three trumps in 
order to get the point. 

Example 8.—Four court cards, provided they be not the four 
knaves nor the card second the knave of trumps. Very often 
the way to play this is to begin with trump, even if it is single. 
The order in which hands like this ought to be played can 
scarcely be pointed out; it depends on the nature of the court 
cards, more particularly of that which is guarded. 

Example 9.—All hands which require only two cards to be 
thrown out. In this class are found those jeux de regies of which 
we have spoken, where the odds are not 2 to 1 that they will 
win the point; and yet they are played, because in two cards a 
player has much less chance of taking in advantageously than 


110 


Hoyle’s Standard Games 


has his adversary in the five which he perhaps requires, and 
amongst which he may find the king; hence there are very few 
hands and very few cases wherein a player ought to change for 
two cards only. . 

If you play with two trumps and a king unguarded, begin with 
a low card and never with a king, in order to avoid getting it 
ruffed; but on the contrary, to be enabled to regain the lead with 
one trump, play the other to protect the king, and then pass it. 

Holding three trumps, especially when sequences, it is almost 
always the game to lead trump, no matter how inferior they may 
be. 

There are so very few hands which can be reckoned more 
advantageous to be led up to than to lead, that we will not 
mention them; with such sort of hands, never refuse to change 
once and never accede to it a second time. 

HANDS WHICH WIN OR LOSE THE POINT, ACCORDING TO THE 
MANNER IN WHICH PLAYED 

Example.—Suppose a club the trump. The dealer has the ace of 
trumps, king and nine of diamonds, knave and nine of spades. 
Pone has queen of trumps, queen of spades, ace of hearts, eight 
and seven of diamonds. The right game of pone is to lead his 
eight of diamonds, as it is guarded by the seven; if the dealer 
take with the nine, he ought to lose the point, and if he take 
with the king, he ought to win it; because, taking with the king, 
he intimates that he has no other diamond, and as he is certain 
that the adversary led the strongest of his suit he runs no risk 
in employing the ruse; then he plays his knave of spades, which 
is also his guarded card; pone takes with the queen, and then 
leads queen of trumps, in order to pass his seven of diamonds, 
which he imagines to be a sure card, the eight having brought 
out the king, and he loses the point; whereas if the dealer, who 
took with the king, had taken with nine, pone, after having 
played the queen of trumps, would have preferred endeavoring 
to pass his ace of hearts, which had but three cards superior to it, 
rather than his seven of diamonds, which had five, and he would 
thus have gained the point. 

As it is necessary to make three tricks in order to win the point, 
it often happens that after having trumped once it is advisable to 
lead trumps, in order to pass a king or some high card; again, 
there are cases where this would be bad play, as is demonstrated 
by the following example: 

Suppose a spade the trump card; pone has the knave and ten 
of trumps, the king of clubs and the king of diamonds; the 
dealer has queen and nine of trumps, knave and ten of hearts 
and seven of diamonds. 

Should pone not find the king of trumps in his adversary’s 
hand, he has a game which warrants his hoping to make the vole; 
he ought then to commence by playing his king single, in 
preference to his king second; having more chances of escaping 


fiCARTE 


111 


the ruff with it than with that which is guarded, and of being 
able afterwards to win a trick with a lead from the knave of 
trumps, having only to fear the queen (if the dealer has not an¬ 
nounced the king), and endeavor to get the vole; the right play 
therefore is, to commence with the king of clubs; if the dealer 
trumps it, adieu to all hopes of the vole:—there only remains to 
secure the point; the dealer then leads the knave of hearts, which 
pone takes with his ten of trumps; and now comes the nicety: he 
loses the point if he leads knave of trumps in order to pass his 
king of diamonds,—whereas he gains it if he plays his king first. 
For if he leads his knave of trumps, the dealer takes it with the 
queen, and makes his second heart, whereas, had he played his 
king of diamonds, it would have been answered with the seven;— 
he plays diamonds again—the ten,—the adversary is obliged to 
trump with queen and then play his ten of hearts, which pone 
takes by ruffing it with the knave of trumps, thus making the 
third trick. 

We have given one reason why it was preferable to play the 
king of clubs rather than that which was guarded; we may add 
another which confirms the rule that king single ought to be 
played first; which is, that if the adversary, with two diamonds 
to the queen and two clubs to the queen in hand, has any hesi¬ 
tation which suit to keep, he will prefer keeping the queen of 
clubs, which is his suit first attacked, to keeping the queen of 
diamonds second. 

Final Example.—Be particular to hold your cards well up, so 
that none can see them but yourself, for fear of any indiscreet 
exclamations on the part of onlookers,—as the following coup 
is not so easy that it can be learned by every player. The object 
is to win the point with a hand which would infallibly lose if it 
were played naturally, that is to say, without finesse. 

Suppose a heart the trump. Pone has the king, ace and ten of 
trumps, the king of diamonds and the king of spades. The 
dealer has the queen, knave and seven of trumps, the eight and 
seven of clubs. Pone would feel almost sure of making the vole if 
to his king of trumps, with which he ought to open the game, he 
sees fall the queen; and yet this would cause him to lose the 
point, if the dealer is sufficiently adroit to throw her away, in¬ 
stead of the seven, on the king; because pone would then continue 
leading trumps, by playing his ace, and the dealer take it with 
his knave, and then play his eight of clubs, which pone would 
ruff with his ten of trumps and play one of his kings; the dealer 
would ruff this with his seven of trumps, and then pass his second 
club; pone, having no more trumps to ruff with, loses the point; 
whereas had the dealer thrown the seven instead of the queen 
of trumps on the king, pone, fearful of meeting the queen and 
knave of trumps accompanied by clubs, would not have continued 
leading trumps, but played one of his kings, and would necessarily 
have won the point. 


112 


Hoyle’s Standard Games 

POOL ECARTE 


Pool Ecarte is played by three, each player putting up a cer¬ 
tain number of eounters for pool. The players cut, and the two 
cutting highest play as in the regular game. The loser of the 
first game puts as many counters into the pool as he put up 
originally and drops out in favor of the odd player (called 
rentrant). This continues until one player wins two successive 
games, when he takes the pool. A new pool is then made up 
and played. Odd player must not advise either player on first 
hand of any pool, but after that he may, as he then has an inter¬ 
est in the pool. 


CRIBBAGE 

Cribbage is a game played by two persons with a complete pack 
of 52 cards, which rank from king (high) to ace (low). We shall 
commence by treating of the five-card game, which, besides being 
the parent stem, affords the greatest scope for the exercise of skill. 
Sixty-one points constitute the game. These points are scored on a 
Cribbage board, of which a representation is 

-- appended. It has, as will be seen, four rows of 

[ * * holes, 30 holes to a row and one extra hole at 

. . . . each end between the double rows (called home 

• • • • or game holes). 

1 -1 .!_1 The board is placed either across or length- 

• . . . wise between the players. It is a matter of 

indifference how’ the end of the board from 

• * which you commence is placed; but both 

• players commence at the same end, each be- 

1 ginning at an outside edge (A or B) and pass- 

*. * ing along it to the top, then down the inside 

row to game. To mark the game, each player 
has two pegs; if the first score be two, stick & 

- -1 i-1 peg and leave it in the second hole, and when 

next it becomes your turn to mark, place the 
peg in the number that gives the points you 
have to mark, counting from your first peg. 
W r hen you have to mark a third score, take out 
# . the back peg, and reckon from the foremost,, 

! 1 which must never be disturbed during the prog¬ 

ress of the game, the scores being invariably 
marked by the hindmost peg of the two. 

- -1 i-1 Thus, the foremost peg always keeping its 

hole, the players can detect the amount that 

• * ; * is marked, and check each other’s score. To 

! ! ! I avoid confusion it is usual for the pegs of each 

1 • • • » . ! party to be of different colors, although the 

1 one player never in any way touches his ad- 
A B versary’s half of the board. If a Cribbage 

board is not available, each player may use a 
piece of paper or cardboard marked thus: 

Units ..123456789 10 

Tens ..1 2 3 4 5 G 

Two small markers are used for counting in each row.^ If 121 
points are played to a game, the lower row may be continued to 
12 . 

Before stating out of what results the points so scored arise, 
it is fitting to give the relative value of the cards. 

U3 























114 


Hoyle’s Standard Games 


All the kings, queens, knaves and tens count as ten each; the 
rest of the cards according to their ordinary value, as sixes for 
six, eights for eight, and so forth; aces reckon one only. This 
means merely their value as cards. The points which count for 
the game are made by fifteens, sequences, flushes, pairs, etc. The 
board being duly prepared, the players cut for the deal, the lowest 
Cribbage card winning the cut. If you play games, you must cut 
at the termination of each; not so when playing rubbers. The 
winner of the crib then shuffles the pack, the dealer being entitled 
to do so the last. How this shall be done, together with all the 
minutiaB of proceeding, will be given in the Laws. 

The first move of account is the marking of three holes, by 
the player who loses the deal, as a make-weight for the adver¬ 
sary’s advantage. He is entitled, indeed, to mark them at any 
part of the game. Five cards, in alternate succession, are then 
dealt with the faces downward, one at a time; the rest of the 
pack being then placed face downward also on the table. The 
players then gather up their cards, and, each having taken out 
two, they are placed by themselves on the table, with the faces 
down. These four cards are what is called the “crib,” which be¬ 
comes the property of the dealer, under certain conditions. Each 
player having put out his two crib cards, which of course have not 
been seen by his adversary, the non-dealer cuts the remainder 
of the pack, and the dealer turns up the top card of it. 

These preliminaries thus settled, the game commences by the 
non-dealer leading and announcing the nature of his card. Sup¬ 
pose it is a king, he calls “ten”; the dealer, replying with an 
“eight,” cries “eighteen,” as the amount of the ten and eight. 
The dealer having thus made eighteen, his opponent plays again, 
and announces the increased aggregate, and thus the play 
proceeds till the whole amount reaches exactly thirty-one, or as 
near it, without exceeding, as can possibly be accomplished by 
the cards in either hand. He who makes up thirty-one, or, as 
before said, who comes the nearest to it that the cards permit, 
scores two; the remaining cards in hand, if any, are thrown up. 

The better to convey a view of a hand in process of being 
played, let us suppose the leader plays a three, and calls “three”; 
the dealer then puts on it a tenth card, and cries “thirteen,” upon 
this the first leader plays another tenth card, and exclaims 
“twenty-three”; his antagonist rejoins with a five, and proclaims 
the total, “twenty-eight.” The first player, finding his third or 
last card will not come within the prescribed limits of thirty-one, 
declares his inability to play by the word “go,” and exposes his 
card by throwing it upon the table. Should the opposite player 
hold a three, and thus be enabled to make out thirty-one, he plavs 
this card and scores two points; but failing, he throws up his 
card, but scores one for the “go,” because it was he who made 
twenty-eight, the nearest number to thirty-one. If, however, his 
last card should be an ace or deuce, he must play it, as it does 
not exceed the thirty-one; still, however, scoring one for the 


Five-Card Cribbage 115 

“go.” It is to be understood that at Cribbage there is no restraint 
upon the player as to what card he shall play. 

The points which each party has made, during the playing out 
of the hand, haying been all taken at the time they were gained, 
and the deal being finished, each party now completes his score, 
and marks that number of points towards game to which he is 
entitled. The non-dealer reckons first; and, having marked his 
gains, if any, on the board, the dealer in his turn counts—first, 
his hand, and then his crib, for the crib belongs to the dealer. 

Another deal then takes place, and is conducted in a similar 
manner; and so on, until either one of the parties has completed 
the required number of sixty-one, when he is proclaimed the 
victor, and the game is finished. 


WHAT YOU MARK AT CRIBBAGE 

Points in play can only be made by one of the seven following 
ways: 

Firstly, by fifteens; secondly, by sequences, thirdly, by pairs; 
fourthly, by pairs-royal; fifthly, by double pairs-royal; sixthly, 
by the knave being turned up; seventhly, by making thirty-one, 
or the nearest number thereunto. 

Points on reckoning the hand and crib, after the hand is played 
out, can only be made by one of the seven following ways: 

Firstly, by fifteens; secondly, by sequences; thirdly, by flushes; 
fourthly, by pairs; fifthly, by pairs-royal; sixthly, by double 
pairs-royal, and seventhly, by the knave being of the same suit 
as the card turned up. The various points you are entitled to 
under either of these several denominations are added together 
from the whole number contained in your hand or crib, and you 
score accordingly. 

And first of the Fifteens: as often as you make the number 
fifteen in playing, you score two. The leader, for instance, plays 
an eight, you put a seven on it, cry “fifteen,” and straightway 
you score two points. The result is the same whenever you make 
fifteen, whether in one or more leads or rounds. As already 
observed, all tenth cards count for ten. The hand being played, 
you now set about summing it up, taking two points for every 
fifteen you can make by means of reckoning the cards together 
of which it consisted. The turn-up, or “start” card, is common 
property, and available to both players in computing their hands, 
and to crib also. All this is wholly without reference to any¬ 
thing that occurred while the hands were being played; and by 
whatever combination fifteen can be made out of the cards as 
above enumerated, two points are added to the score. Should 
you hold king, knave and a five, you count for two fifteens; 
should a tenth card turn up, in this case you score three “twos,” 
that is to say, a third for the combination of your five with such 
tenth card; and if, instead of being a tenth card, the turn up 
should be a five, then you count eight, having four fifteens on 


116 


Hoyle’s Standard Games 


the cards. The dealer calculates the crib for fifteens, in the 
same m ann er that he does his hand, and uses the turn-up with 
both, that is separately; he cannot combine his hand with his 
crib. 

Thirty-one .—Every time you make this amount in the course 
of the game you score two. But this only applies to the game 
when in progress of being played; it has nothing to do with the 
subsequent summing up. 

End-hole .—If neither party make up thirty-one, then he who 
plays the card that makes up the nearest number to it, without 
exceeding it, as already stated, scores one; this is “one for the go.” 

Pair or Pairs .—Every pair made in the play or the hand 
reckons for two points. To pair is to play a card of the same 
description, not of the same suit only. If a tenth card be played, 
and you can answer it with a similar tenth card during any part 
of the same hand ? without axceeding thirty-one, it is a pair, and 
counts two. But in these pairs all tenth cards do not count alike. 
It must be king for king, queen for queen, and so forth. At the 
end of the deal you take the turn-up card to assist you in pairing, 
and count two for all pairs made by its assistance. 

Pair-Royal , or Proil .—This consists of three cards of a similar 
sort, held either in the hand or crib, or occurring in the course of 
the game, as three kings, three aces, three nines, etc. It scores 
six. Thus, if the leader play a six, you put another six on it, 
and score two for the pair; he then returns a six, makes a pair- 
royal, and counts six points. If you have a pair-royal in your 
hand or your crib, you also score six for it; and should you only 
hold a pair, and turn up the third, it reckons also for six. It is 
needless to say these combinations do not count for points when 
other cards have been played between them. 

Double Pair-Royal .—Four cards of a sort make this combina¬ 
tion, for which the score is twelve, alike whether made in play 
or in the hand or in the crib. The tum-up card reckons with 
hand and crib in this as in every other case. Moreover, should 
your opponent have made a pair-royal, by playing a third of a 
sort, you are entitled to the double pair-royal if you answer him 
with a fourth. 

In taking six for a pair-royal, or twelve for a double pair-royal, 
you are not to suppose that the six and the twelve are merely 
increased numbers, bestowed as premiums for such combinations 
of the cards, and settled by arbitrary arrangement, independent 
of the rule that two points are allowed for every pair. A pair 
reckons for two, and the same principle, applied to a pair-royal, 
produces six; because, as a pair-royal contains three distinct pairs, 
you score two for each pair. Place, for instance, three sixes in 
a row on the table, and mark them 1, 2 and 3, thus: 


1 

Six 


2 

Six 


3 

Six 


Here Nos. 1 and 2 form the first pair, Nos. 1 and 3 the second 


Five-Card Cribbage 117 

pair, and Nos. 2 and 3 the third pair, without the same two cards 
having ever been reckoned more than once together. 

Having analyzed this example, there will be little difficulty 
in ascertaining the number of pairs to be found by taking in 
pieces a double pair-royal. The readiest way to attain demon¬ 
stration is to place the four sixes in a row on the table, as you 
did the three sixes, and number them 1, 2, 3 and 4, thus : 

12 3 4 

Six Six Six Six 

Nos. 1 and 2 combined together form a pair, 
and yield two points, for which carry out .2 

— 1 and 3 form the second pair, and give 

two more .2 

— 1 and 4 form the third pair.2 

— 2 and 3 form the fourth pair.2 

— 2 and 4 form the fifth pair.2 

— 3 and 4 form the sixth pair .2 

Total. 12 

Thus we have six distinct pairs in a double pair-royal, which, 
of course, are thereby entitled to twelve points. Observe, that 
in making these points, although we reckon the cards over and 
over again, they always unite in different associations, and the 
same two cards are never reckoned twice together. 

Sequences. —These consist of three or more cards following in 
successive numbers, whether of the same suit or otherwise. He 
who holds them scores one point for every card in the combina¬ 
tion, whether it take place in playing or in counting the hand or 
crib. But there cannot be a sequence under three cards. As in 
certain other cases, the court cards, king, queen and knave, rank- 
in sequence after their usual classification as to rank, and not all 
alike as tenth cards. To form a sequence in play, it matters not 
which of the cards is played first or last, provided the sequence 
can be produced by a transposition of the order in which they felL, 
Thus you lead the five of hearts, your adversary returns the three 
of diamonds, you then play the four of any suit, and score three 
for the sequence; he then plays six, and makes four, and so on, 
as long as the continuous sequence can be made. The spirit 
of this rule may be applied to all combinations occurring in 
regular successions. 

You here observe that it does not matter of what suit are the 
cards forming the sequence, nor does the order signify in which 
they are played. You must not pass thirty-one in making a 
sequence. If a sequence in play is once broken, it must be formed 
afresh, or cannot be acted on. 

In reckoning your sequences at the close of the deal, you use 
the card turned up along with your hand and crib, and reckon 









118 Hoyle’s Standard Games 

them every way they will. A single example of this will here 
suffice: 

Suppose the crib to consist of two kings (clubs and diamonds) 
and two queens (hearts and spades), the knave of spades being 
the card turaed-up—how many can you take for sequences? 

Twelve, being four sequences of three each; to be computed by 
reckoning the knave with the kings and queens, ringing the 
changes on the latter somewhat in a similar manner to the mode 
in which you have been taught to form a double pair-royal. To 
simplify this, take the knave, the two queens, and the two kings, 
and spread them before you; when they will count thus: 

Knave with queen of hearts and king of clubs 3 
Knave with queen of spades and king of clubs 3 
Knave with queen of hearts and king of dia¬ 


monds .... 3 

Knave with queen of spades and king of dia¬ 
monds .3 

Points for the four sequences. 12 


The Knave .—If you hold a knave of the same suit as the card 
turned up you are entitled to one point, which you take on 
reckoning your hand. Should there be, in the crib, the knave of 
the suit turned up, the dealer, to whom the crib belongs, takes 
one point on reckoning his crib. In the euphonious phraseology 
of some Cribbage players, this is termed “one for his nob.” 

Should the tum-up card itself be a knave, the dealer im¬ 
mediately scores two points, which, by way of antithesis with 
“his nob,” are called “two for his heels.” Similar phrases are, 
after all, rather to be considered as quaint than vulgar. They 
recall to our minds the recollection of the once popular game of 
Quadrille, played by the Lady Teazles of the past century, in 
which the verb “to beast” is so indefatigably conjugated. 

A Flush .—A flush cannot happen in play, but occurs only in 
computing the hand or crib. A flush is when four or more cards 
in hand, or crib, are of the same suit, in which case you are 
allowed to make one point for every card of which the flush 
is composed. Thus, if your hand comprise four hearts, you will 
take, on scoring for your hand, four for the flush in hearts; and 
should the tum-up card chance to be also a heart, you will add 
another point for that, making five altogether. You are not per¬ 
mitted, however, to reckon a flush in the crib unless the cards of 
which the crib is composed are of the same suit as the card turned 
up. It is essential to recollect the difference between a flush in 
the hand and a flush in the crib. 

In reckoning the hand and crib after the deal, you have been 
already informed that the non-dealer counts first. It will facilitate 
your reckoning if you sum up the amount of points to which you 
are entitled in the following order: Firstly, fifteens; secondly, 
sequences; thirdly, flushes; fourthly, pairs, pairs-royal or double 





Five-Card Cribbage 119 

pairs-royal; fifthly, the point for the knave. Reckoning up the 
hand or crib is technically termed “showing.” Thus the non¬ 
dealer is said to have “the first show/’ a point of immense im- 
portance at the final stage of the game; since he may thus be 
enabled just to “show out/’ and consequently win the game, 
while the dealer may hold in his hand and crib points enough to 
make him out three times over, but altogether useless, since he 
has not the first show. 

The non-dealer having summed up his score, under the observa¬ 
tion of his opponent, the latter then performs the same operation 
as relates to his own hand. He then turns up crib, which has up 
to this time lain perdu, and scores all to which it may entitle 
him. 


THE LAWS OF CRIBBAGE 

1. In single games there must be a fresh cut for each game; 
but not so when rubbers are played. The lowest Cribbage card 
wins the cut; when both players cut alike, it is a tie and there 
must be another cut. 

2. In cutting for the deal, not less than four cards should be 
removed, and not more than half the pack, that a fair and proper 
cut may remain for him who cuts last. 

3. The cards are to be dealt out one by one, and they must not 
be touched till the deal has been completed. 

4. The dealer may expose his own cards in dealing, but if he 
shows one of his adversary’s the latter scores two points and may 
demand a new deal, provided he does so before turning his cards. 
When a faced card occurs in dealing there must be a fresh deal, 
including all the formalities of cutting, shuffling, etc. 

5. If the dealer misdeals without being aware of it till one of 
the hands has been taken up, the opposite party may score two, 
and the cards must be dealt over again. Should his adversary 
expose a card during the progress of the deal, the dealer may deal 
over again if he pleases, provided he has not seen his hand. 

6. Though both players have the privilege of shuffling the 
pack previous to the cards being dealt, the dealer has the right 
to do so last. 

7. Should the dealer give his adversary more than five cards, 
the non-dealer may mark two points, and there must be a fresh 
deal; but in such a case the non-dealer must discover the error 
before he takes up his cards, or he cannot claim the two, though 
there must still be a new deal. Should the dealer, in dealing, 
give himself more than five cards, his adversary may mark two 
points, and either call a fresh deal or draw the extra card or 
cards from the hand of his opponent. Should the dealer give to 
either party less than five cards there must be a fresh deal; and 
should the dealer deal two cards at once to either party, there 
must be a new deal, unless his adversary consents to his with¬ 
drawing the surplus card, in which case it must be placed on the 
top of the pack. 


120 


Hoyle's Standard Games 


8. Should either player find that his adversary has more than 
five cards in his hand, he can claim two points and a new deal. 

9. Should the pack being dealt from be touched previous to 
being cut for the “start,” the party so offending forfeits two points. 

10. In cutting for the start the non-dealer must remove at 
least three cards and leave not less than four behind. 

11. Should the dealer turn up a knave, and neglect scoring the 
two points for such knave until he has played his first card, he 
cannot take the two points. (He is, however, in time to take 
the two points after his adversary has played his first card; a 
distinction of some consequence, since we are all at times liable 
to forgetfulness.) 

12. The non-dealer must turn out for the crib first. A card 
once so laid out cannot be taken up again. Either player con¬ 
fusing his cards with the crib forfeits two points, and his opponent 
may claim a fresh deal. The dealer alone is entitled to touch the 
crib, but he may not do so until he takes it up to count it. 

13. He who takes more points than he is entitled to, when 
reckoning his hand or crib, or scoring for a penalty, may be put 
back as many points as he has over-scored, and then his adver¬ 
sary may add the same amount to his own account. 

14. No penalty attaches to a neglect of making points to which 
the player is entitled. 

15. One player cannot demand of another his aid to make out a 
score. Suppose K to say to L, “Am I not twelve?”—L replies, 
properly enough, “I shall neither tell you, nor shall I pass my 
opinion on the subject. If you take more than you ought, I shall 
take you down.” 

16. If one player touches the pegs of his adversary, save to 
eorrect an error of the score, he shall forfeit two points. If a 
player touches his own pegs, save when he has a right to score, 
fie forfeits two points. When both pegs have been displaced by 
accident, the opposite player must be allowed to restore them to 
their places; or in the event of being refused, he can claim the 
game. When the foremost peg has been displaced by any chance, 
it must be put into the hole behind the back peg of the player 
to whom it belongs. 

17. He who scores as won a game that he has not won, forfeits 
it. 

18. A player who detects his adversary with more or fewer 
cards in his hand than he has a right to can score two points and 
call a new game. 

19l A lurch cannot be claimed unless it be specified in the first 
instance. When the “lurch” has been agreed to between the 
players at the commencement of a game, it reckons as a double 
game; it consists in one player having marked sixty-one before 
the other has scored thirty-one. 

20. When scoring points, if the pegs are quitted, that score 
cannot be altered. If two cards are played, and any points re¬ 
main. unreckoned, they become forfeited. Should a player put his 


Five-Card Cribbage 


121 


cards away without taking for them, he forfeits any points he 
might have claimed for hand or crib. 

21. When a card that may legally be played has been shown, 
it cannot be recalled. If it cannot be played according to the 
laws of the game, no penalty attaches to the exposure. 

22. If a player neglects to play, when he can come in under 
thirty-one, his opponent may score two. 

23. In reckoning a hand or crib, it must be plainly set out, and 
remain till the other side fully understands the nature of the 
claim made on account of it. 

24. There is no penalty for a number called in mistake in the 
progress of the game. 

25. As already said, the three points appropriated by the non¬ 
dealer may be claimed by him during any part of the game; but 
if his adversary be permitted to score his sixty-one points, it is 
then too late, for the game is at an end. 

26. If either player refuses to pay a penalty that he has incurred 
by infringing the rules of play, his adversary may claim the game. 

27. Bystanders shall not in any way interfere with the progress 
of the game. 

28. In cases of disputes that do not come within the provisions 
of these rules a third party may be appointed as umpire, by con¬ 
sent of the players, and his decision must be accepted as final. 

ON LAYING OUT FOR THE CRIB 

How to discard in the best manner for the crib is one of the 
most scientific parts of the game and consequently one of the 
most important. 

Firstly, when it is not your own crib, you will lay' out such 
cards as are likely to be, in an average number of cases, of the 
least possible advantage to your opponent in the production of 
pairs, fifteens, sequences, etc. 

Secondly, when it is your own crib, you will lay out favorable 
cards for the crib. 

Thirdly, it being your own crib to which you are about to dis¬ 
card, you will consult the interests of the crib, in preference even 
to those of your hand. 

The most advantageous Cribbage cards are fives, sevens, eights, 
etc., when so assorted as to form fifteens, sequences, pairs or 
flushes. The five is the most useful card, since jt makes fifteen 
equally' with either one of the tenth cards, of which there are no 
fewer than sixteen in the pack. Fives must therefore be in general 
the most eligible cards to lay out to your own crib, and the 
least eligible (for you) to lay out to your adversary, since in so 
doing you are almost certain to give him points. To discard a 
pair of any cards, again, is mostly bad play, unless it is for your 
own crib; and cards which follow' each other in order, as a three 
and four, or nine and ten, being likely to be brought in for 
sequences, are generally bad cards to lay out in the case of its 


122 


Hoyle’s Standard Games 


being your adversary’s crib. The same calculation should, in its 
principle, be carried out as far as possible. Suppose you discard, 
to your opponent’s crib, two hearts, when you might with equal 
propriety have laid out a heart and a club instead—you here 
give him the chance, however remote you may fancy it, of making 
a flush in his crib, which could not be effected by him had you 
laid out the heart and club. 

To lay out cards, purposely, which are disadvantageous for the 
crib, is called in the “Cribbage dialect” of our ancestors “balking” 
or “bilking” the crib. 

The least likely cards to reckon for points in the crib, and 
therefore generally the best to discard for your adversary, are 
kings; since a sequence can only be made up to or, as it may 
be termed, on one side of them, and cannot be carried beyond 
them. A king is therefore a greater balk in the crib than the queen. 
So, again, of an ace—a sequence can only be made from it, and 
not up to it; and an ace is, therefore, frequently a great balk to 
a crib; though in discarding an ace some judgment is required to 
be exercised, being often a good card to hold for play and forming 
a component part of fifteen, particularly when combined with 
sixes, sevens and eights, or with fours and tenth cards. 

The cards, then, best adapted to balk an antagonist’s crib are: 
a king with a ten, nine, eight, seven, six or one; a queen with a 
nine, eight, seven, six or ace, or cards equally distinct, or far 
off, and therefore certain not to be united in sequence by meet¬ 
ing with any other cards whatever. Of course, particular hands 
require particular play, and general principles must give way 
before exceptions. “Circumstances alter cases.” 

Never lay out a knave for your adversary’s crib, if you can, 
with propriety, avoid it; as the probability of the turn-up card 
being of the same suit as the knave is 3 to 1 against it. Conse¬ 
quently, it is only 3 to 1 but the retaining of such knave in your 
hand gains you a point, whereas, should you discard it to your 
opponent’s crib, it is only 3 to 1 against the chance of its malting 
him a point; hence the probable difference of losing a point by 
throwing out your knave is only 3 to 2 1-3 or 9 to 7,—that is to 
say, in laying out a knave for your antagonist’s crib, when you 
could equally keep the same in your hand—sixteen times—you 
give away just seven points, it being only 9 to 7 but you give 
away a point every time you play in this manner, and every 
single point is of consequence if contending against a good player. 
There may, of course, occur exceptions to this and every other 
rule. 

The cards which are usually the best to lay out for your own 
crib are two fives, five and six, five and tenth card, three and two, 
seven and eight, four and one, nine and six, and similar couples. 
If you have no similar cards to lay out, put down as close cards 
as you can, because by this means you have the greater chance 
of either being assisted by the cards laid out by your adversary 
or by the turn-up; and further, you should uniformly lay out two 


Five-Card Cribbage 


123 


cards of the same suit for your own crib, in preference, other things 
being equal, to two other cards of the same kind that are of 
different suits, as this gives you the probable chance of flushing 
your crib; whereas, should you lay out two cards of different suits, 
all gain under the head of a flush is at once destroyed. It is 
mostly good play to retain a sequence in hand, in preference to 
cards less closely connected, more especially should such sequence 
be a flush; and once more remember that the probable chance of 
points from the crib is something nearly approaching to twenty 
per cent, over the hand. It is therefore indispensably your duty, 
if you wish to win, to give the lead to your crib at the expense 
of your hand. 

In general, whenever you are able to hold a pair-royal in hand, 
you should lay out the other two cards, both for your own and 
your adversary’s crib; some few cases, however, excepted. For 
example, should you hold a pair-royal of any description, along 
with two fives, it would be highly dangerous to give your 
antagonist the brace of fives, unless in such a situation of the 
game that your pair-royal would make you certainly out, having 
the first show, or else that your adversary is so nearly home him¬ 
self that the contents of the crib are wholly unimportant. Many 
other cards are very hazardous to lay out to your adversary’s 
crib, even though you can hold a pair-royal; such as two and 
three, five and six, seven and eight, and five and tenth card; 
therefore should you have such cards combined together, you 
must pay particular regard to the s.age of the game. This caution 
equally applies to many other cards, and particularly when, the 
game being nearly over, it happens to be your own deal, and that 
your opponent is nearly home, or within a moderate show-out. 
Here then should special care be taken to retain in hand cards 
which may enable you to play “off,” or wide of your adversary, 
and thus prevent his forming any sequence or pair-royal. In 
similar positions you should endeavor, also, to keep cards that 
will enable you to have a good chance of winning the end-hole, 
" 7 hich frequently saves a game. 

GENERAL DIRECTIONS FOR PLAYING THE GAME SCIENTIFICALLY 

Never, at any period of the game, make a pair, fifteen, se¬ 
quence, etc., without glancing your eye first at the relative places 
of the Cribbage pegs, to know whether you are justified in play¬ 
ing a forward or backward game. I repeat that on this the whole 
art may be said to turn of playing Cribbage scientifically. 

To gain the end-hole, or point nearest to thirty-one, is, among 
professed players, justly esteemed a considerable advantage, and 
should be proportionately kept in view. By attaining the end- 
hole yourself you not only score a point, but save a difference of 
two points by snatching it from your opponent. In playing for 
this there is much scope for judgment. 

Should you hold a three and a two, it is frequently the best 
play to lead off the three, on the chance of your adversary’s play- 


124 


Hoyle’s Standard Games 


ing a tenth card (of which never forget that there are sixteen), 
making thirteen, when your two “drops in,” and produces two 
points for the fifteen. The same principle applies to the leading 
from a four and an ace, and has this additional advantage, that 
should you thus succeed in forming fifteen, your opponent can 
form no sequence from your cards. 

Remember that when your adversary leads a seven or eight, 
should you make fifteen, you give him the chance of coming in 
with a six or a nine, and thus gaining three holes against you. 
Sometimes this would even tend to your advantage, by allowing 
of your rejoinder with a fourth card in sequence. For instance, 
your opponent leads an eight, and you make fifteen by answering 
with a seven; he pla} r s a six, making twenty-one, and scores three 
fca* the sequence; but having a nine, or ten, you play it, and score 
after him. In all such cases, play to the state of your game; 
for what would be at one time correct would be, at another, the 
worst possible play. 

To lead from a pair is mostly good; because, should your 
opponent pair you, you form a pair-royal, making six holes; 
while the chance of his rejoining with a fourth is too small to be 
taken into consideration. It would rarely, though, be correct to 
lead from a pair of fives. 

When your adversary leads a card which you can pair, it is 
mostly better to make fifteen, in preference, should you be able 
so to do; as you will naturally suspect he wishes you to pair him, 
in order to make a pair-royal himself. But here, as elsewhere, 
your chief guide is the relative state of the scores. 

When you can possibly help it, consistently with your cards, 
do not, in play, make the number twenty-one; for your antagonist 
is then likely^ to come in with a tenth card. 

Should you hold a nine and three, it is good play to lead the 
three; because, should it be paired, you form fifteen by playing 
the nine. The same applies to the holding of a four and a seven, 
in which case, should your four be paired, you make fifteen with 
the seven. 

The following style of play facilitates your obtaining fre¬ 
quently the end-hole: Should you hold two low cards and one 
high card, lead from the former; but should you hold one low 
card and two high cards, lead from the latter. Like other general 
directions, all this is subject to contingencies. 

Holding a ten and five, and two holes being at the moment an 
object of great importance, lead the tenth card, in hopes of your 
adversary’s making fifteen, when you can pair his five. 

When compelled to lead from a sequence of three cards, play 
off the lowest or highest, in preference to the middle card. 

In laying out your own crib, suppose you hold a pair of fives, 
and no tenth card, discard them both. Bear in mind that of all 
the tenth cards the knave is of the most importance and that 
those cards which tell best in counting the hand are not always 
the best for playing. 

If in play you throw down a four, making the number twenty- 


Five-Card Cribbage 


125 


seven, your adversary has the chance of pairing your four anti 
of making at the same time thirty-one. If you make twenty- 
eight with a three, you incur the same risk. These apparent 
trifles must be studied, and you should be constantly on the 
watch to grasp them for yourself, should your antagonist leave 
an opening. 

As the dealer plays last, his chances are greater than those of 
the leader for making the end-hole or other desirable points in 
play. The dealer has also in his favor the chance of gaining the 
two points by lifting a knave. (The knave is called by many 
Cribbage players ‘‘the jack.”) 

The phrase “playing off” is used to denote playing cards which 
are wide apart, in contradistinction to its reverse, termed “playing 
on.” Thus, should your opponent lead a four, and you answer 
with a two, three, five or six, you “play on”; because you give 
him the option of making a sequence, should he hold the fitting 
card. But if, in answer to his four, you play a high card, you 
“play off,” since he can have no card capable of forming a 
sequence. Whether to play “off” or “on” is half the battle, and 
depends entirely, should you hold the option, on the relative 
state of the scores. 

It is frequently your game to allow of your adversary’s form¬ 
ing a sequence, in order to come in yourself for a longer one. 
To tempt him to this, play a card close to his, instead of playing 
off. Suppose you hold a three, four and five, and your opponent 
leads a seven; in this case, should it be to your interest to bestow 
a certain number of points in order to realize the same amount 
for yourself, you play the five; for if he answers with a six, mark¬ 
ing three, you play your four, and score for the sequence and 
fifteen accordingly. 


ODD9 OF THE GAME 

The chances of points in a hand are calculated at more than 4 
and under 5; and those to be gained in play are reckoned 2 to 
the dealer and 1 to the adversary, making in all about 6. on 
the average, throughout the game; and the probability of tnose 
in the crib are estimated at 5; so that each player ought to make 
16 in two deals, and onward in the same proportion to the end of 
the game; by which it appears that the first dealer has rather 
the advantage, supposing the cards to run equal and the players 
likewise equally matched in skill. By attending to the above 
calculation any player may judge whether he is at home or not, 
and thereby play his game accordingly, either by making a push 
when he is behind and holds good cards, or by endeavoring to 
balk the opponent when his hand proves indifferent. 


126 


Hoyle's Standard Games 


in favor of the dealer 


Each party being even 5 holes going up, is 6 to 4 
at 10 holes each .... 12 to 11 

15 each. 7 to 4 

20 each. 6 to 4 

25 each.11 to 1C 

30 each. 9 to £ 

35 each. 7 to 6 

40 each.10 to S 

45 each.12 to £ 

50 each. 5 to 2 

55 each ...... 21 to 20 

60 each. 2 to 1 

When the dealer wants 3 and opponent 4 ... . 5 to 4 

In all situations of the game, till within 15 of 
the end, when the dealer is 5 points ahead ... 3 to 1 

But when within 15 of the end. 8 to 1 

And if the dealer wants 6, and adversary 11 ... 10 to 1 

Should the dealer be 10 ahead, it is.4 or 5 to 1 

And near the end of the game.10 or 12 to 1 

When the dealer wants 16 and antagonist 11 ... 21 to 20 


AGAINST THE DEALER 


Both players being even at 56 each, is. 7 to 5 

57. 7 to 4 

, 58. 3 to 2 

If the dealer wants 20, and his opponent 17 ... 5 to 4 

When the dealer is 5 points behind, previous to 

turning the top of the board . 6 to 5 

When he is 31, and the antagonist 36. 6 to 4 

When 36, and the adversary 41 . 7 to 4 


EVEN BETTING 

When at 59 holes each player. 

In all points of the game, till within 20 of the end, if the non¬ 
dealer is three ahead. 

The dealer wanting 14, and his antagonist 9. 

Ditto.11, ditto.7. 


SIX-CARD CRIBBAGE 

This game is also played with the whole pack, but both in skill 
and scientific arrangement it is vastly inferior to that played with 
c j 1 ^ 8, . it a pleasant resource in a dull hour, and 
abounds with amusing points and combinations, without taxing 
the mmd much. It is played on the same board, and according 






















Six-Card Cribbaoe 


127 


to the principal portion of the rules of the preceding game. Its 
leading peculiarities may be thus summed up: 

The dealer gives six cards to himself and his adversary. Each 
player lays out two of these for crib, retaining four in his hand. 
The deal and the “start” card are the same as at the five-card 
game; in like manner the pairs, sequences, fifteens, etc., operate, 
and the game point is sixty-one or 121. The non-dealer, however, 
is not allowed any points at the beginning. The main difference 
between the games is, that in the game already described the 
object is to get thirty-one and then abandon the remaining 
cards; at the six-card game, the whole are played out. There are 
more points made in the play, while at five cards the game is 
often decided by the loss or gain of one point. At Six-card 
Cribbage the last card played scores a point. This done, the 
hands and crib are scored as at the five-card game; then another 
deal is played, and the victory is gained by the party who first 
gets sixty-one. 

As all the cards must be played out, should one party have 
exhausted his hand, and his adversary have yet two cards, the 
latter are to be played, and should they yield any advantage, 
it must be taken. For instance, C has played out his four cards, 
and D, having two left (an eight and seven), calls fifteen as he 
throws them down, and marks three points: two for the fifteen, 
and one for the last card. Again, should D’s two cards have been 
a pair (threes for instance), he marks two for the pair and a third 
point for the last card. Speculating on this and other proba¬ 
bilities, you will always endeavor, when you are last player, 
to retain as close cards as possible, for this will frequently 
enable you to make three or four points by playing your last 
two cards, when you would otherwise make but a single point! 
But this demands further illustration, as it is of paramount 
importance. For example: 

Suppose you to hold for the last two cards a seven and eight, 
and that your adversary has only one card remaining in his hand, 
the probable chance of its being either a six or a nine (in either 
of which cases you come in for four points) is eleven to two; 
therefore it is only eleven to two but you gain three points by 
this play, exclusive of the end-hole; whereas, were you to retain 
as your last two cards a seven with a ten, or any two cards 
similarly wide apart, you have no chance to score more for them 
than the end-hole, as there is no probability of their coming in 
for any sequence; or if you can retain a pair of any kind for 
the last two cards (your adversary having only one card, and he 
being the first player), you by this means make a certainty of 
two points, exclusive of the end-hole. By the same rule you 
ought always to retain such cards as will (supposing your adver¬ 
sary to have none left) make a pair, fifteen, etc., for by this 
means you gain many points which you otherwise could not 
possibly get. 

The calculations for throwing out at the five-card game are, 


12 8 


Hoyle’s Standard Games 


lor the most part., applicable to this. Still there is not quite 
so much temptation to sacrifice the hand for the sake of the crib 
as they do not both contain a similar number of cards. At this 
game the hand scores more than the crib, as there is one playei 
always on the lookout to balk crib, while so many points being 
open to the play offers a greater inducement to keep together a 
good hand. As soon as thirty-one, or the number nearest to it 
is made in playing the hand, the cards should be turned down, 
that, no confusion may come of their being mixed with the suc¬ 
ceeding cards. 

As before explained, in speaking of Five-card Cribbage, your 
mode of conduct must be governed uniformly by the state of 
your game. Play to your score and put the final result partially 
out of view. Whether it is your policy to play “on” or “off” 
must be ever the question in making up your judgment. 

On an average, a hand, the modems eay, ought to yield about 
seven, and a crib five points. It is useful to remember this in 
laying out, and to note the difference between the odds of seven 
to five in favor of the hand here and the superiority of the crib 
to the hand at Five-card Cribbage. 

The average number of points to be made each time by play 
is from four to five. The dealer has the advantage here because 
he plays last. Pasquin considered that you were only entitled to 
twenty-five points for three shows and play, and that the dealer 
is at home if, when he makes his second deal, he is twenty-five 
points up the board, or, when he deals for the third time, within 
eleven holes of the game. The present system of calculation is 
to allow twenty-nine instead of twenty-five holes for the three 
shows, and to consider that at the end of the second round each 
player is at home at twenty-nine holes. 

As you are on a parity at starting, being both at home, you 
will play with moderate caution your first hand, taking fair 
risks, but not running into wide speculations. On taking up your 
second hand, you will adapt your play to the relative scores on 
the board, as you have been told in relation to the other variety 
of the game, and will play “on” or “off” according to the dictates 
of policy. The same rule will govern your conduct during the 
remainder of the game; and should your adversary have gained 
the preference, or should you be more than home, both cases 
must be taken into consideration in playing your hand. If your 
cards present a flattering prospect, and you are by no means 
home, it is your duty to make a push, in order to regain the lead 
by running; whereas, should your adversary be better planted 
than you, and should you take up bad cards, it will be the best 
play to keep off and only endeavor to stop your antagonist as 
much as possible, and thereby have a probable chance of winning 
the game through his not being able to make his points. 

As so many points are to be gained in play by the formation 
of long sequences you will frequently find it advantageous, having 
eligible cards for the purpose in view, to lead or play so as to 


Three- and Four-Hand Cribbage 


129 


tempt your adversary to form a short sequence, in order that 
you may come for a longer. And this opportunity is particu¬ 
larly to be sought for when a few holes are essential to your game, 
though gained at any risk. If you hold, as leader, a one, two. 
three and four, the best card to lead is the four, since, if paired, 
you answer with the ace, and your adversary’s second card may 
not form a fifteen. 


THREE-HAND CRIBBAGE 

The game of Three-hand Cribbage is not often practiced. It 
is played, as its name imports, bj* three persons, the board being 
of a triangular shape, to contain three sets of holes of sixty each, 
with the sixty-first or game hole. Each of the three players is 
furnished separately with pegs, and scores his game in the usual 
manner. 

Three-hand Cribbage is subject to the same laws as the other 
species of the game. The calculations as to discarding and play¬ 
ing are very similar, but it must be remembered that, as all 
three are independent, and fight for themselves alone, you have 
two antagonists instead of one. 

Five cards compose the deal. They are delivered separately, 
and after dealing the fifteenth, another, or sixteenth, card is dealt 
from the pack to constitute the foundation of the crib. To this 
each of the three players adds one card, and the crib therefore 
consists of four cards, while each individual remains with four 
cards in hand. The deal and crib are originally cut for, and after¬ 
wards pass alternately. 

It is obvious that you will be still even if you gain only one 
game out of three, since the winner receives a double stake, which 
is furnished by the two losers to him who first attains the sixty- 
first hole. It has been computed that he who has the second deal 
has rather the best chance of victory, but there seems very little 
difference. 

Occasionally, at this game, some amusement arises from the 
complicated sequences formed in play, but ordinarily it is a poor- 
enough affair. It will frequently happen that one of the three 
players runs ahead of the two others so fast that it becomes their 
interest to form a temporary league of union against him. In 
this case they will strive all they can to favor each other and 
regain the lost ground; and in general players will do well not 
to lose sight of this principle, but to prefer favoring the more 
backward of the adversaries to giving the chance of a single 
point to the other. 

FOUR-HAND CRIBBAGE 

The game of Four-hand Cribbage is played by four persons, 
in partnership of two and two, as at Whist, each sitting opposite 


130 


Hoyle’s Standard Games 


to his partner. Rubbers or single games are played indifferently. 
Sixty-one generally constitute the game, but it is not unusual 
to agree, in preference, to go twice round the board, making the 
number of game 121. 

At the commencement of the sitting it is decided which two 
of the four players shall have the management of the score, and 
the board is placed between them. The other two are not allowed 
to touch the board or pegs, though each may prompt his partner 
and point out any omissions or irregularities he may discover in 
the computation. The laws which govern Five-card Cribbage 
are equally applicable here as to the mode of marking holes, 
deficiencies in the counting, the taking of too many points, etc. 
He who marks has a troublesome task, arising from the constant 
vigilance requisite to be exercised in order not to omit scoring 
points made by his partner; his own gains he seldom forgets to 
take. He who does not mark should acquire the habit of seeing 
that his partner marks the full number he requires. Partners 
may assist each other in counting their hands or cribs, their in¬ 
terests being so completely identified. 

It is most usual to play rubbers, and to cut for partners every 
rubber. The two highest and two lowest play together. The 
ace is always lowest. In some circles they consider all tenth 
cards equal in cutting for partners; in others they allow of pref¬ 
erence, according to rank as at Whist. This would, however, 
be only applicable to cutting for partners. Also, in some cases, 
it is the practice for the deal to go to the two who cut the lowest 
cards for partnership; but in general the deal is decided by a 
subsequent cut between the two parties who are to score, the ace 
being the lowest card and all tenth cards being equal. If it is 
decided not to change partners after a game or rubber, there 
must be a fresh cut still for the deal. Each may shuffle the cards 
in turn, according to the law’s w T hich regulate this operation at 
Whist. 

The deal and crib pass alternately round the table as at Whist, 
from right to left. The usual laws of Cribbage regulate the act 
of dealing, as to exposing cards, and so forth; and no one is 
suffered to touch his hand until the deal is complete. Before 
dealing, the cards must be cut in the ordinary -way by your right- 
hand antagonist. 

The dealer delivers five cards to each, in the usual mode, from 
right to left, one card at a time. The remainder of the pack he 
places on his left hand. Each person then lays out one card for 
the crib, which is of course the property of the dealer. The left- 
hand adversary must discard first, and so round the table, the 
dealer laying out last. There is no advantage in this, but such 
is the custom. 

As there is but one card to be laid out from the five received 
by each player, there is seldom much difficulty in making up 
your choice. Fives are the best cards to give your own crib, 
and you will never, therefore, give them to your antagonists. 


Four-Hand Cribbage 


131 


Low cards are generally best for the crib, and kings or aces the 
worst. Aces sometimes tell to great advantage in the play at this 
game. When your partner has to deal, the crib, being equally 
your own as if you had it in your proper possession, must be 
favored in the same way. Before discarding, always consider 
with whom the deal stands. 

When all have laid up for the crib, the pack is cut for the start- 
card. This cut is made by your left-hand adversary’s lifting the 
pack, when you, as dealer, take off the top card, as at Five-card 
Cribbage. Observe that it is the left-hand adversary who cuts 
this time, whereas, in cutting the cards to you at the commence¬ 
ment of the deal, it is your right-hand adversary who performs 
the operation. 

Having thus cut the turn-up card, the player on the left hand 
of the dealer leads off first, the player to his left following, and 
so on round the table, till the whole of the sixteen cards are 
played out according to the laws. Fifteens, sequences, pairs, etc., 
reckon in the usual way for those who obtain them. Should either 
player be unable to come in under thirty-one, he declares it to 
be “a go,” and the right of play devolves on his left-hand neighbor. 
No small cards must be kept up which would come in, under a 
penalty. Thus should A play an ace, making the number twenty- 
eight, and should each of the other three pass it without playing, 
not having cards low enough to come in, on its coming round to 
A he must play if he can under thirty-one, whether he gain any 
additional points by so doing or not. Example: 

B plays an ace and makes thirty. Neither of the other three 
can come in, and, on the turn to play coming round again to B, 
he plays another ace, and marks four points, two for the pair of 
aces and two for the thirty-one. 

Many similar examples might be adduced, and there frequently 
arise difficult and complicated cases of sequences made this way 
out of low cards. Indeed, the playing out of the hand requires 
constant watchfulness on all sides, much more so than in Six- 
card ^Cribbage. So many points are made by play in Four-hand 
Cribbage that it is essential to play as much as possible to 
the points or stages of the game, sufficient data respecting which 
will be presently given. 

In leading off, great care is necessary, not only at first starting, 
but after every “rest,” or thirty-one. A five is a bad lead, because 
the chances of a ten succeeding it are so numerous; and an ace 
is seldom a good lead, since, should the second player pitch what 
is highly probable, a tenth card, your partner cannot pair him 
without making the ominous number of twenty-one, a number 
equally bad at every description of Cribbage, since the next 
player has thus so good a chance of converting it, by another 
tenth card, into thirty-one. A nine, again, is a bad lead, for 
should your left-hand adversary make fifteen with a six, he can¬ 
not be paired by your partner without making twenty-one. Bear 
this constantly in mind, and when possible to avoid it by equally 


132 


Hoyle’s Standard Games 


good play, never either make the number twenty-one yourself 
nor lead so as to compel your partner to do so. Threes or fours 
form safe leads. 

The second player will observe caution in pairing a card so as 
not to give away the chance of six for a paltry couple, unless par¬ 
ticularly wanting, or unless, from some collateral reasons, he may 
consider it a safe pair, as in the case of the tum-up’s being a simi¬ 
lar card, his holding a third of the same in his hand, the having 
seen one of the same already dropped, and so on. The same care 
must be shown in not playing closely on, unless compelled by the 
cards. Suppose your right-hand adversary leads a three, it is 
obvious that, if you reply with two or four, you give your left- 
hand antagonist a good chance of forming a sequence, which he 
could not do had you played off. On the other hand, there 
frequently arise cases in which you feel justified in playing “on,” 
purposely to tempt your adversary to form the sequence, in 
order to give your partner the chance of coming in for a still 
longer sequence. In many situations a few holes may be of 
paramount value, gained at any risk. If the second player can 
make fifteen, it is generally better play than pairing the card 
led. Towards the end of the game it is sometimes important 
to retain cards all wide apart, when the object is merely to 
prevent your antagonist from making points in play; but as you 
only lay out one card, you have little chance of assorting your 
hand as you could wish. 

The third player should aim at making the number below 
twenty-one, in order to give his partner a good chance of gaining 
the end-hole for the “go,” or the two for thirty-one. 

The dealer, knowing he will have to play last the first round, 
will sometimes find it advantageous to hold aces, or low cards, 
for the purpose, particularly when it is essential to score a few 
holes in play or when the only chance of game arises from the 
possibility of playing out. Holding aces, it is frequently better 
play, when you have the option, to malce twenty-seven or twenty- 
eight, rather than thirty, in order to have a chance of bringing 
in your aces, which sometimes yield a heavy amount of points 
at that stage of the computation. When it is certain that the 
game will be decided in the course of the playing out of the 
hand, without coming to your show, you will keep good cards for 
playing at all hazards. 

When the hand is played out, the different amounts are pegged, 
the crib being taken last. He who led off must score first! 
and so on round to the dealer. Each calls the number to which 
he considers himself entitled, and watches to see that they are 
scored properly, while at the same time he does not fail to scan 
his adversaries’ cards with an oixservant eye, to see that, through 
mistake, they do not take more than their due. 

The amount of points to be expected, on an average, from 
each hand, is seven, and from the crib about four to five. ’ From 
the play it is computed that each of the four players should 


Foue-Hand Cribbage 


133 


nake five points every time. Reasoning on these data, the non- 
lealers are at home, at the close of the first round, should they 
aave obtained nineteen or twenty points, and the dealers are at 
lome at the end of the first round should they have acquired 
twenty-three or twenty-four. At the finish of the second round, 
with their average number, each set of players would be forty- 
two to forty-three. At the close of the third round, the non- 
iealers should be just out, or else the dealers will win. You must 
not, however, suppose there is any advantage to be gained from 
not having originally the deal; the chances are so various that 
the parties start fully equal, no matter whether with or without 
the deal. From the above calculation, the game, going only once 
round the board, should be over in three rounds, both parties 
having a crib inclusive. Those who have not the first deal have 
the original chance of winning, if they can keep it, by holding 
average cards throughout the game. Should they fail in making 
this good, the dealers (those who dealt originally are here 
signified) will generally sweep all, having their second crib, and 
first show afterwards. As I have before intimated, it is quite as 
likely as not that the non-dealers will fail in holding "their own.” 
The non-dealers should observe moderate caution in the first 
hand, but under this head it is needless to say more to either 
party than to impress it upon them again and again to become 
thoroughly acquainted with the number of points which form 
medium hands, as well as the different stages of the game, and 
play accordingly. Moderate attention is all that is required 
to play Four-hand Cribbage w r ell. It is a pleasant, lively game, 
and when well conducted yields considerable amusement. Good 
Cribbage is always preferable to bad Whist. 


FAN TAN 

Copyright by the U. S. Playing Card Company, Cincinnati, U. S. A. 

The Pack. —Full pack of 52 cards. 

Number of Players. —Any number may play—best six or 
seven-hand. 

Rank of Cards. —A (low) to K (high). 

Cutting —Cut for deal; low deals, ace being lowest card. 

Shuffling.— Any player may shuffle cards, dealer last, and 
player to dealers right cuts, leaving at least five cards in each 
packet. 

Dealing. —One card at a time to each player in rotation, 
beginning with player next to dealer on the left, until all cards 
are dealt. Deal passes to the left. 

Object of the Game. —To get rid of all cards in the hand 
before other players have done so. 

The Play. —Each player is provided with an equal number 
of chips or,counters. Eldest hand (player to dealer’s left) plays 
a seven face up on the table. If he has no seven, he puts one 
chip into the pool. Next player then plays a seven, or if eldest 
hand has played a seven, next player may play a six or an eight 
of the same suit. Each player in turn then plays a card (either 
seven or a card next in sequence and suit to the one last played). 
Sixes are placed on one side of the sevens and eights on the other. 
Fives are played on sixes and build down to aces, and nines are 
played on eights and build up to kings. (See diagram.) 


On each eight, build 
up: Nine, ten, jack, 
queen and king— 
following suit. 


KT 

m 

5? 

A A? 

i* * 

* » 

• ‘1 


♦ ♦ 

♦ 

:*♦ 

• ♦ 

lilill 

*v 

* ♦ 

♦ ♦: 

I* ♦ 

t* ♦ 

♦ * 

> ♦ 

♦ ♦ 

♦ ♦; 


On each six, build 
down: Five, four, 
three, two and ace 
—following suit. 


Should any player be unable to play at his proper turn he must 
add one chip to the pool. First player getting rid of all his 
cards wins the pool. Each player with cards remaining in his 
hand must pay the winner one chip for each card he has left. 

Should a player fail to play when possible, he forfeits three 
chips. If he overlooks the play of a seven, he forfeits 5 chips 
each to the holder of the six and eight of that suit. 

In two-hand game cards are dealt as though three were playing, 
the third hand remaining face downward on the table. In case 
either player cannot play at his proper turn he must draw the 
top card from extra hand. If still unable to play he must forfeit 
a chip and draw again. 


134 






















Fan Tan 


135 


Sixty-card packs, containing 11 and 12-spots, are coming into 
general use for Fan Tan, as they divide equally among almost 
any number of players. With this pack eights are used for start¬ 
ers instead of sevens. 

There is another form of Fan Tan in vogue, in which eldest 
hand leads any card he pleases and other players must play on 
it in ascending sequence until the entire suit is played. Each 
failure to play forfeits one chip. Player of last card of a suit 
starts with any card he chooses for the next suit. After king has 
been reached, the sequence is continued by ace, two, etc. The 
player who first plays out his entire hand wans the pool, and gets 
one chip from each other player for each card held at the time 
winner plays his last card. 



HEARTS 

Copyright by the U. S. Playing Card Company, Cincinnati, U. S. A. 

The Pack. —Full pack, 52 cards. 

Number of Players. —Two to six; best four-hand, as described 
below. 

Rank of Cards. —Ace (high), K, Q, J, 10, etc., to 2 (low). 

Cutting.—C ut for deal; low deals, ace being lowest card. 

Shuffling. —Any player may shuffle, dealer last, and player 
to dealer’s right cuts, leaving at least five cards in each packet. 

Dealing. —Deal thirteen cards to each, one at a time, in 
rotation to the left, beginning with eldest hand. Deal passes to 
the left. 

Misdealing. —A misdeal loses the deal. The following are mis¬ 
deals : 

1. Failure to offer pack to be cut. 

2. Dealing a card incorrectly and failing to correct the error 
before dealing another card. 

3. Discovery, before the first trick is turned, that any player 
has incorrect number of cards. 

4. Exposing a card in dealing. 

If pack is found to be imperfect, a new deal is required by same 
dealer. 

Objects of the Game.—T o win, on tricks, as few hearts as 
possible. 

The Play. —Eldest hand leads any card, and each succeeding 
player in turn to the left must follow suit, if possible. Holding 
no card of suit led, player may discard a card of another suit. 
Highest card played of suit led takes the trick. Winner of first 
trick leads for second, and so on, until the hands are played out. 
The hearts taken by each player are then counted and settled 
for, and cards are bunched for a new deal. 

Errors in Play. —A player is compelled to take last trick if 
he fails to play to one trick and plays to next; or if during the 
hand player is found to have too few cards, the other hands 
being correct. 

All cards which are shown on the table face up or held in the 
hand so that partner can see any portion of the card face, except 
cards played regularly to tricks or those taken back after having 
been played to an erroneous lead, are exposed cards. Exposed 
cards must be laid face-up on the table, liable to call of adver¬ 
saries. If, when an adversary calls an exposed card, another card 
is led or played, such other card becomes an exposed card and 
is liable to call. A card cannot be called when to play it would 
constitute a revoke (see "Revoke”). If exposed card or cards 
can be used in the regular course of play, no penalty remains. 

Players leading out of turn must take card back unless all have 
played to it, in which case lead stands. Card led out of turn 
is exposed and subject to call, and on his next turn to lead player 

136 


Domino Hearts 137 

may be compelled by next player to his right to lead or not to 
lead hearts. 

A card played out of turn must be taken back, and left hand 
adversary may compel player in error, when his proper turn 
comes, to play his highest or lowest of suit led or not to discard 
a heart. If leader for the trick was left-hand adversary of 
offending player, either he or player whose proper turn it was to 
play may enforce the penalty. 

Revoke.— If a player fails to follow suit when able, he “revokes.” 
A revoke may be corrected if discovered before the trick is 
turned; otherwise, the hands are played out, and if revoke is dis¬ 
covered, revoking player must settle for all others, if a player 
other than himself wins. If he wins, he must put up the chips 
won for a jack. If two players revoke, each must pay the penalty 
as if he alone were in error. If revoking player wins with 
another, he must settle all losses, and put up his share of the win¬ 
ning for a jack. 

Scoring. —A Simple Method.—After hands are played out, each 
player puts up one counter for each heart he has taken, and 
olayer taking fewest hearts wins them all. If two or more players 
take a like number of fewest hearts, they divide, odd counter 
remaining in pool for next deal. 

Sweepstakes Method.—Each player puts up one counter for 
each heart he has taken. If one player takes no hearts, he wins 
the pool; if two players take no hearts, they divide the pool, 
leaving odd counter up for next deal. If each player takes at 
least one heart, or if one player takes them all, the pool is not 
won on that hand, but remains to be added to succeeding pools 
until it is won. The pool is then known as a jack. 

Howell Method.—Each player puts up for each heart he has 
taken as many counters as there are players besides himself in 
the game. He then takes out of the pool as many counters as 
the difference between the total number of hearts in play 
(thirteen) and the number of hearts he took on that hand. This 
does away with jacks. 

Game. —Each deal is a game in itself, though by agreement this 
may be changed. Each player may begin with an equal number 
of counters, and the first player losing all his counters is con¬ 
sidered the loser; or first player winning an agreed number of 
counters wins the game. 

DOMINO HEARTS 

Use 52-card pack, without joker. 

Three to seven may play; best four or five hand. 

Deal six cards to each, one at a time, in rotation to the left, 
beginning with eldest hand. Place remainder of pack (talon) face 
downward on table. 

Eldest hand leads, and each player in turn must follow suit if 
possible. Having no card of suit led, player must draw one card 


138 


Hoyle’s Standard Games 


at a time from top of talon in regular order until he draws a card 
of suit led, or until talon is exhausted. After talon is exhausted, 
player holding no card of suit led may discard a card of any suit. 
Highest card played of suit led wins trick. Winner of first trick 
leads for second, and so on, until the cards in talon and hands are 
exhausted, when the hearts taken by each player are counted 
and cards are bunched for a new deal. Any player playing out 
all the cards in his hand retires from the play for the balance 
of that hand. Should a player win a trick with his last card, 
next active player to his left leads for next trick. If all but one 
player play out all their cards before talon is exhausted, the 
hearts remaining in talon and such player’s hand are counted 
against him. If all of the active players play out on the same 
trick, the remaining hearts in the talon (if any) are counted 
against player who last plays on that trick. 

Domino Hearts may be scored under any of the methods used 
in the regular game. Or, the hearts taken by each player on each 
deal may be scored against him, and the first player taking a cer¬ 
tain number (usually thirty-one) is loser of the game. Player 
having fewest number of hearts scored against him at this time 
is winner. 


AUCTION HEARTS 

The same as the regular game of Hearts, except that players 
bid after the deal for the privilege of naming the suit to be avoid¬ 
ed. In bidding player names the number of counters he will put 
up as a pool if allowed to name the suit. Bidding begins with 
eldest hand, and rotates to the left, each player being allowed 
one bid only. Each player must bid higher than all preceding 
bids or must pass. 

Highest bidder puts up pool and names suit. He leads first, 
and thereafter play proceeds as in the regular game. 

When the hands are played out, each player adds one counter 
to the pool for each card he has taken of the forbidden suit. 
Player taking no card of forbidden suit wins pool; if two players 
take no card of forbidden suit, they divide the pool, leaving odd 
counter, if any, for next pool, which is a jack, as at sweepstakes. 
If more than two players take no cards of the suit, or one player 
takes all thirteen, or each player takes at least one, no player 
wins. The deal passes, and successful bidder on original deal 
names suit to be avoided, without bidding. The play proceeds 
as before, and at the end of the play of the hand each player 
puts up a chip for each card of forbidden suit he has taken. If 
no player wins on this deal, a new deal ensues, and so on, until 
the pool is won. 

HEARTSETTE 

When three or four play, omit 2 of spades; more than four, use 
full pack. 


Varieties of Hearts 


139 


Deal three-hand, 16 cards; four-hand, 12 cards; five-hand, 10 
cards; six-hand, 8 cards to each player, one at a time in rotation 
to the left, beginning with eldest hand. The remaining cards 
are left face downward on the table, and are called “widow.” 

The play is the same as in the regular game, except that win¬ 
ner of first trick must gather in the widow with the trick, and 
all hearts contained therein count against him. He alone is 
allowed to examine the widow. 

JOKER HEARTS 

Plaited the same as the regular game, except that the joker 
is added and two of hearts omitted from the pack. Joker ranks 
between the 10 and J of hearts, and wins any trick in which it is 
played, unless a higher heart is played, in which case the higher 
heart wins, regardless of the suit led. Holder of joker must 
follow suit to hearts, if they are led; but he need not follow suit 
to anything else if he can get rid of the joker instead. If he plays 
the joker on a plain suit, he wins the trick, unless there is a heart 
higher than the 10 on the same trick. 

In scoring, joker counts as five hearts. If player to whom it is 
dealt takes it, he adds five counters to the pool, but if another 
player takes it, he pays five counters to the player to whom it 
was dealt. 


BLACK JACK 

A varlvtion of Hearts, in which the jack of spades (Black 
Jack) couLts as 10 hearts, but still retains its rank as a spado. 
Holder of it must follow suit to spades. If a suit is led of which 
player has no card, he must discard the spade jack before any 
other card. 


BLACK LADY 


The same as Black Jack, except that the queen takes the place 
of the jack of spades. The queen retains its original rank as a 
spade. 

SPOT HEARTS 


A variation in which the various hearts are settled for according 
to their denominations, ace being worth 14 counters, K 13, Q 12, 
J 11, and the balance worth their spot value, i.e., 10 s 10, 9 s 9, 
etc. 

THE FASCINATING GAME OF HEARTS 


Full pack, 52 cards. Game, 60 points. Queen of spades counts 
3 and with the 13 hearts, makes 26 one player can get if all the 
ricks are taken. There are no partners. Each one plays inde- 


140 


Hoyle's Standard Games 


pendent of the others. Score should be kept. Before the game is 
completed, someone must get at least 60 points. The player with 
the greatest number of points loses. 

Usually played by four persons. The cards are dealt from the 
top of the pack until all are distributed, 13 to each one. To make 
the game more interesting, if 4 are playing, 3 cards are passed 
to the right around the table, from the hand of each player, but 
no player is allowed to take up the discarded cards until his cards 
are passed to the next player; and so on until the circuit is 
completed. When all have received the discarded cards in the 
proper order, each one will have 13 cards, as when the deal first 
commenced. Of course, the main object of these exchange cards 
is to confuse, as far as possible, the opponents by giving them 
certain cards which may interfere seriously with a hand that has 
already been considered a winner. 

The rule should be never to discard the jack of spades or any 
of the other smaller cards of the spade suit, because with enough 
of these cards in the hand, the ace of spades, the king of spades 
and the queen of spades will be guarded, but without this protec¬ 
tion there is always danger of some one leading a spade that 
will draw the higher cards from the hand, making it possible 
for some one to throw the queen, w T hich, if it takes the trick, 
counts 13 against the player taking it; while if another player 
holds king or ace, and is compelled to take the trick (in¬ 
cluding the queen), that player loses 13 points. 

In discarding, the smaller cards of the other suits must also 
be held, but excepting the ace, king and queen of spades, always 
play the higher cards first, beginning with the ace of the other 
suits, which leaves the smaller cards nearing the end of the hand 
to fight the battle to a successful finish. To a beginner the game 
of Hearts may not seem scientific at first, but the more it is 
played, the more interesting and intricate it becomes. The pos¬ 
sibility many times of being put into a tight place proves excit¬ 
ing and enjoyable to any one of the adversaries who has suc¬ 
ceeded in forcing the queen on some one of the players. 

Five persons also can play the game. Only 10 cards, however, 
are dealt, instead of 13, as with 4, discarding the 3 of clubs and 
the 3 of diamonds, leaving 50 cards to work with. To play the 
game scientifically, from start to finish, one should keep track 
of every card played on the table. To do this requires thought 
and strict attention, but it is not absolutely necesssary in order 
to play an enjoyable game. 

Deal to the left and discard to the right. The players, of course, 
must all follow suit as long as there are cards in the hand of the 
same color, but if not any, then they have the right to put on 
any other card. Here comes the opportunity to get rid of the 
queen of spades, but if not in the hand, then throw the highest 
heart or any high suit card in the hand on trick, keeping in mind 
all the time that the queen of spades and the high hearts are the 
cards to get rid of as quickly as possible or to avoid taking. 


FIVE HUNDRED 

Copyright by the U. S. Playing Card Company, Cincinnati, U. S. A. 

The Pack. —Two-hand, 24-card pack, A (high) to 9 (low); 
three-hand, 32 cards, A (high) to 7 (low); four-hand, 42-card 
pack, A (high) to 4 (low), deleting two 4’s; five-hand, regular 
52-card pack; six-hand, 62-card pack, with 11, 12 and two 13 
spots. The joker may or may not be added to any of these. 

Number of Players.- —Two to 6. (A good three-hand game). 

Rank of Cards.— As in Euchre (the bowers being used), thus: 
Trump suit, J (right bower), high; J of same color (left bower); 
A. K, Q, 10, 9, etc. Suit same color as trumps: A, K, Q, 10, 9, 
etc. Two suits of opposite color: A, K, Q, J, 10, 9, etc. Joker, 
when used, is the highest trump, ranking above the right bower. 
Among some few players, where bowers are used, ace of trumps 
ranks above bowers, but this is unusual. In some localities a 
form of the game is played in which the cards rank as in Whist, 
thus: two to five-hand, A (high), K, Q, J, 10, 9, etc.; six-hand, A 
(high), K, Q, J, 12, 11, 10, 9, etc., to deuce (low). Joker, when 
used, is always the highest trump. 

Cutting.— Cut for deal. Low deals, ace being lowest of a suit; 
joker lowest of all. The player on the dealer’s right cuts the 
cards, after they have been thoroughly shuffled, and he must 
leave at least five cards in each packet. 

Dealing. —Each player must receive ten cards; balance of the 
pack is left face down on the table for a “blind” or “widow,” 
and must be laid out between the first and second rounds, thus: 
Deal three cards to each player, then lay out the widow, then 
four cards to each, then three, in rotation to the left, beginning 
with the eldest hand. 

Misdealing. —There must be ^ new deal by the same dealer if 
too many or too few cards are given to any player, or if the same 
number of cards is not dealt to all the players in each round; or 
if a card be found faced in the pack; or if, during deal or play, 
the pack is found to be imperfect; but any prior score made by 
that pack shall stand. 

If a card be exposed during the deal, opponents may decide 
whether to have a new deal or let the deal stand. 

A deal by the wrong player may be stopped before the last 
round is dealt, but after that it stands. 

If, after he has made a bid, a player is found to have either 
more or less than his correct number of cards, and adversaries 
have the right number, the widow must also be wrong. The 
player in error loses his bid on that deal, but his hand must be 
made good from the widow. If the hand is long, a card must be 
drawn from it face down, and added to the widow. 

If two players have an incorrect number of cards, there must 
be a new deal. 


141 


14£ Hoyle’s Standard Games 

Object of the Game. —To take tricks. Player or partners who 
name trump must take full number of tricks bid to score any¬ 
thing and to avoid being set back. (See “Set-Back.”) Adver¬ 
saries score for each trick they take. (See Scoring.) 

Making the Trump. —Beginning at dealer’s left, each player 
bids for privilege of naming trump, or “passes.” Only one bid 
is allowed each player. 

Bids are made to take a certain number of tricks, with a named 
suit as trumps; or, to take them without a trump. The form of 
bid is generally thus: six in clubs; eight in diamonds, etc. The 
value of these bids depends on the table of values used. 

In bidding, suits rank as follows. Spades (lowest), clubs, dia¬ 
monds, hearts, “no trump” (highest). 

In some localities the rank of suits is: Clubs (lowest), spades, 
hearts, diamonds, “no trump” (highest). 

No bid can be made for less than six tricks. If no one bids 
six or more tricks, the cards are bunched and the deal passes to 
the left. 

In some localities, if no one bids, the hands are played “no 
trump,” and each trick taken scores ten. There is no set-back. 
(See “Set-Back” under Scoring.) In such case the widow is not 
used, being left face down. Or, if agreed, it may be turned face 
up to be looked at, but not drawn from. 

A bid to raise a previous bid must be for a higher number of 
scoring points, without regard to number of tricks. Thus, bid 
of seven tricks (see Original Schedule, Tables of Scoring Points) 
on clubs (if worth 120) raises bid of seven tricks on spades (80), 
but eight tricks in spades would not raise seven tricks in clubs, 
since the value of each bid is 120 points. In Avondale Schedule 
(see Schedule following), there are no two bids of same value, 
hence there can be no complications or misunderstandings as to 
the relative value of bids. A player cannot raise his own bid 
if all other players pass. 

Irregular Bidding. —If any player bids out of turn, such bid 
is void, and his partner or partners lose their right to make any 
bids that deal. Opponents may bid against each other for the 
privilege of naming the trump suit. 

Discarding. —Highest bidder takes the widow into his hand, 
and then discards to reduce his hand to ten cards. He may 
retain part or all or none of the cards taken up. 

Leading.— After discarding, successful bidder leads any card he 
chooses. (In some localities player at dealer’s left leads.) It is 
not obligatory to lead trumps. 

The Play.— Each player in turn to the left must play to the 
trick, following suit if possible. If no suit be held, player can 
trump or throw off a card of any other suit. Winner of first 
trick leads for next one, and so on. 

No-Trump Hand.—O n “no trump” bid, the hand is played 
without trumps. 

The Joker.—T his is the highest trump when there is a trump 


Five Hundred 


143 


suit. In a no-trump bid the joker is a suit by itself, and is a 
trump, but the holder of the joker cannot trump with it while 
he is able to follow suit. If the holder of the joker leads if) 
he has the privilege of naming the suit that shall be played to it, 
regardless of his previous play. 

Exposed Cards. —The following are exposed cards, and may 
be called by an adversary: 

Any card dropped face upward on the table, except cards played 
regularly to tricks. 

Two cards played to the same trick. 

Any card so held in the hand that player’s partner may see 
any portion of its face. 

Any card named by the player holding it. 

All exposed cards must be left face upward on the table, and 
are liable to be called. When such demand is made, the player 
must lead or play them, if he can do so without revoking. The 
call may be repeated at each trick until the card is played, but 
if the exposed card can be got rid of in the course of play, no 
penalty remains. 

A player having one or more exposed cards on the table must 
not play from his hand until the adversaries have had time to 
call the exposed card. If he plays another card without wait¬ 
ing for this demand, such other card must be withdrawn if 
adversaries demand, and becomes also an exposed card. 

Irregularities in Play. —If, during the play, any person is 
found to have too many cards, his hand is foul, and neither 
he nor his partner can score that deal, but are subject to the 
set-back penalty if they have named the trump and fail to take 
as many tricks as bid. They must play the hand out, however, 
to permit adversaries to score. This applies, also, to a bidder 
who has failed to discard correctly. 

If highest bidder discards too many cards, he scores if he makes 
good his bid, but is set back if he fails. Should he win a trick 
with his last card the lead goes to next player to the left. 

Neither a player nor his partner can win a trick on which either 
of them has no card to play. 

If a player leads out of turn, and all the others follow him, the 
trick stands good. If it be noticed before the trick is complete, 
the cards must be taken back, and the leader’s card becomes an 
exposed card. If lead properly belongs to partner of the player 
in error his right-hand adversary may call upon the proper leader 
or not to lead a trump, but he cannot demand that any particular 
one of the three plain suits be led. 

If the third hand plays before the second, or the fourth before 
the third, etc., the card cannot be recalled, but must remain on 
the trick, as if played in proper rotation. 

If a player fails to follow suit, when able to do so, it is a re¬ 
voke. Upon the revoke being claimed and proved, the hands 
shall be immediately abandoned. If it is an adversary of the 
bidder who has revoked, the bidder scores the full amount of 


144 


Hoyle’s Standard Games 


his bid, while the side in error scores nothing. If it is the bidder 
who revokes, he is set back the full amount of his bid, and the 
adversaries score any tricks they may have taken in up to that 
time. 

Partners. —The four, six and five-hand are partnership games— 
the four-hand, two against two; six-hand, three pairs of partners. 
There are various forms of the five-hand game. In some localities, 
successful bidder designates any one player as his partner during 
that hand, and such player can not refuse; in others, one partner 
on bid of six or seven, and two partners on bid of eight, nine 
or ten. In other localities he may call upon holder of a certain 
card to act as his partner; as, the player holding a named trump 
which is missing from bidder’s hand, or a high card of a plain 
suit which he needs to strengthen his hand. Bidder does not 
know who his partner is until card called for falls in the natural 
course of play. In some localities the holder of the card called 
for announces it at once. 

Scoring.— After hands are played out, if bidder takes as many 
tricks as he bid, he scores as per the schedule used. 

In no case can the bidder score more than amount he bid, 
unless the bid was for less than 250 and he takes all ten tricks, 
when he may score 250 instead of amount bid. 

Each player or set of partners, opposed to bidder, scores ten 
for each trick he or they take. 

Set Back. —If bidder fails to take as many tricks as he bid, he 
is “set back;” that is, the number of points bid are deducted from 
his previous score. If a player is set back before he has scored 
anything, or more points than he has scored, he is “in the hole” 
(indicated by drawing a ring around the minus amount). Partners 
are set back together the full amount bid. 

Game.— Game is 500, but in partnership, if one side is in the 
hole the other side wins if it get 500 ahead. 

If more than one player scores game on the same hand, and 
one of them is bidder, bidder wins if he makes good his bid. If 
neither is the bidder, player first winning enough tricks to make 
his score 500 wins. 

If any player scores out during play of a hand, balance of 
hand is not played, unless the bidder can win out. Abandoned 
hands must be shown, to prove there has been no revoke. 

A player may be 100 in the hole and score out on a no-trump 
ten-trick. 


FIVE HUNDRED FOR TWO 

When two wish to play Five Hundred, the 32-card pack may 
be used and a dead hand dealt to the left of the dealer, besides 
the usual widow in the center of the table. 

This dead hand must not be touched nor any card in it looked 
at, the idea of the game being that the bidder speculate on the 
aces and kings which are out against him being in the dead hand, 


TABLES OF SCORING POINTS 


AVONDALE SCHEDULE 

TABLE OF POINTS—GAME OF FIVE HUNDRED 


If Trumps are | 6 tricks j 7 tricks | 

8 tricks | 9 tricks 

j 10 tricks 

Spades 

40 

140 

| 240 340 

440 

Clubs 

60 

160 

260 

360 

460 

Diamonds | 80 180 

280 

380 

480 

Hearts | 100 

200 

300 

400 

500 

NoTrumpI 120 

220 

320 

420 

520 


Copyright, 1906, by the U. S. Playing Card Co. 


ORIGINAL SCHEDULE 


If Trumps are 

6 tricks ) 7 tricks j 8 tricks 

9 tricks ] 10 tricks 

Spades 

40 

80 120 

160 200 

Clubs 

| 60 

120 | 180 

240 

300 

Diamonds, 80 

160 

240 

320 

400 

Hearts | 100 

| 200 

300 

400 

500 

NoTrump| 120 

240 

360 

480 

600 


If reverse order of suit values is used, table of points is as follows: 

INVERTED SCHEDULE 


If Trumps are | 

6 tricks 

7 tricks 

8 tricks | 

9 tricks | 

10 tricks 

Clubs 

40 

80 

120 

160 

200 

Spades 

60 

120 

180 

| 240 

300 

Hearts 

80 

160 

240 

320 

400 

Diamonds 

100 

200 

300 

400 

500 

NoTrumpI 120 

240 

360 

480 

600 


jTote.—The Avondale schedule is recommended because it 
contains no two bids of same numerical value and more nearly 
equalizes the value of the suits. 

145 



































































































146 


Hoyle’s Standard Games 


and not among his adversary’s cards. This makes bids of seven 
or eight at no-trumps quite common. 

The higher bidder takes the widow as usual, and in all other 
respects the game is the same as the regular Five Hundred for 
three players. The Avondale schedule is recommended for the 
scoring, as there are no ties. 

GAMES OF 1,000 AND 1,500 

The pack, rank of cards, deal, bid, lead and play are the same 
as in 500. In counting the hands, each player scores additional 
points, as follows: For each ace taken in, 1 point; each K, Q, J 
and 10, 10 points; each 9, 9 points; each 8, 8 points, etc., each 
card taken in being counted at its numerical value. Joker does 
not count. These additional points are not reckoned toward 
making the bid good, and are thrown out if bidder is set back 
through failure to take number of tricks bid. 

In 24-card pack there are fifty of these additional points to each 
suit, or 200 in all; 32-card pack, 65 to a suit, or 260 in all; 44- 
card pack, 80 to a suit, 320 in all; 52-card pack, 85 to a suit, 340 
in all; 60-card pack, 114 to a suit, 465 in all. 

In some localities the K’s, Q’s and J’s are not counted. 

Game. —1,000 or 1,500 points, as agreed upon. 

PROGRESSIVE GAME OF FIVE HUNDRED 

Before play, each player is furnished with a score or tally card, 
designating table at which he is to begin play. For four and six- 
hand play, it is also necessary to designate partners. Thus, 4- 
hand tally cards may be marked: Table A 1, A 2, A 3, A 4; one 
and three playing partners against two and four. Six-hand: 
Table A 1, A 2, A 3, A 4, A 5 and A 6, the odd numbers playing 
partners against the even. 

The game then proceeds as in the regular game of Five Hun¬ 
dred. 

Scoring. —A pad of score-sheets is furnished each table. After 
hands are played out, count all points made or set back, and 
enter score of each player individually on score-sheet. (In part¬ 
nership play each player is credited with entire amount made by 
the partners.) Entry on score-sheet is made by one player and 
O. K.’d by adversary. Score-sheet is then turned over to scorer. 
Scorer keeps a general score-sheet, with plus and minus column 
for each player. At end of each game, amounts made or lost by 
the various players are entered in the proper columns (all points 
won being entered in the plus column and all “set-backs” in the 
minus column.) At the end of the afternoon’s or evening’s play 
the points won by each are added up, and the points lost (through 
“set-backs”) are deducted therefrom. The player having the 
highest number of points, after all “set-backs” are deducted, wins. 


Five Hundred—“Nullo Bid’ 


147 


Progressions. —Play one deal for each player at table, and 
then progress. Three-hand, high player progresses; four-hand, 
winning partners; live-hand, two players with highest scores; six- 
hand, three winning partners. Any preferred style of progres¬ 
sion may be used. 

FIVE HUNDRED—“NULLO BID” 

Some players favor a variation in which a player may bid 
“Nullo” and obligate himself not to take a trick. Bidder leads, 
and in partnership game plays alone against opponents. The 
value of the bid is 250 and in the Avondale schedule it ranks 
between eight spades and eight clubs; in Original schedule it 
goes over nine clubs or eight diamonds, or seven hearts or no- 
trump; in Inverted schedule it goes over nine spades or eight 
hearts or seven diamonds or no-trump. 

In case bidder takes one or more tricks, he is set back 250 
points and opponents score 10 for each trick he takes. In non¬ 
partnership games each opponent scores for tricks bidder takes. 

As nullos are no-trumps, there is no trump except the joker, 
which is always a trump and will always win any trick on which 
it is played. In the ordinary game the holder of the joker may 
lead it and name the suit which shall be played to it, but in 
nullos the players may discard what they please. If the player 
of the nullo happens to hold the joker, or gets it in the widow, it 
is obvious that he must lay it away in his discard, or it will be 
impossible for him to avoid taking a trick. 


AUCTION BRIDGE 

As Played under the Revision of the Count and the Laws of 

1920. 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

Bridge is now almost entirely superseded by Auction Bridge, 
in which the privilege of naming the winning declaration, upon 
which the hand shall be played, is decided by bidding for it. 

Two packs are necessary, in order to mark the position of the 
deal, as the one who plays the dummy may be any one of the 
four persons at the table, instead of being always the last dealer 
as at Bridge. 

The Pack. —Two full packs of 52 cards, backs of different colors. 
The dealer’s partner collects and shuffles the still pack while the 
other is dealt and places it at his right hand to mark the position 
of the next dealer. 

Number of Players. —A table is complete with six persons, 
four of whom are the active players in each rubber. The prior 
right to play is decided by cutting, those cutting the lowest cards 
making up the first rubber. If there were more than four 
candidates, the four who are to play must cut again for partners, 
the two lowest pairing against the two highest. 

Rank of the Cards. —Ace is highest in play, lowest in cutting. 
The other cards rank from the king down to the deuce. As 
between ties in cutting, spades have the preference, then hearts, 
diamonds and clubs. 

The Deal. —The player to the right cuts, leaving at least four 
cards in each packet. The cards are then dealt from left to right, 
one at a time, until each has thirteen. All irregularities in the 
deal are dealt with in the laws. No trump is turned. 

A misdeal does not lose the deal. No matter what happens, 
the same dealer must deal again unless four players pass wdthout 
a bid. The deal goes to the left. 

Objects of the Game. —To get the privilege of playing the 
combined hands, declarer and dummy, as no one can score toward 
game but the side making the highest bid. Having secured the 
declaration, the play is to make at least as many tricks as bid, 
and to go game if possible. 

The declarer’s “book” is 6 tricks, and all over 6 counts for 
him. His opponents’ book is the difference between the contract 
and seven, so that if the highest bid or “winning declaration” is 
three hearts, the opponents’ book is the first 4 tricks they win. 

The value of the declarer’s tricks over the book varies with the 
declaration, being 6 each if clubs are trumps, 7 if diamonds, 8 if 
hearts, 9 if spades and 10 if it is no-trumps. When nullos are 
played the tricks are worth 10, and the bid ranks below no trumps. 
These values may be increased by doubling. 

148 


Auction Bridge 


149 


The value of the opponent’s tricks is always the same, no matter 
what the trump is, 50 points each, 100 if the declaration has been 
doubled, 200 if redoubled. These are “honor” scores. 

The Bidding. —The cards dealt, the dealer has the first bid 
and may declare to win any number of tricks, over the book, 
from 1 to 7, with a named suit for trump or at no trump, or he 
may pass without a bid. The dealer having declared himself, the 
next player on his left must bid higher, double or pass, and after 
him each player in turn until no one will go any higher. 

If no one makes a declaration, the deal passes. 

A player may double his adversary, but not his own partner. 
He or his partner may redouble his own bid if it has been doubled, 
but only one double and redouble is allowed. 

The bids outrank one another like the suits. A bid of three 
diamonds is overcalled by a bid of three hearts or spades, because 
they are higher ranking suits than diamonds; but any bid of a 
greater number of tricks will outrank any suit or no trumps, so 
that five clubs is better than four no-trumps. 


AUCTION BRIDGE TABLE OF POINTS 


Declaration. 

Chib 

Dia¬ 

mond 

Heart 

Spade 

No 

Trump 

Each trick above 6 

6 

7 

8 

9 

10 


3 honors • • • 

12 

14 

16 

18 

30 

CQ 

4 “ . . . 1 

24 

28 

32 

36 

40 

A “ 

4 (All in 1 hand) 

48 

56 

64 

72 

100 

g i 

o 

K 44 

5 ... 

30 

35 

40 

45 


W 

O (4 in 1 hand) 

| 54 

63 

72 

81 



O (All in 1 hand) j 

; 60 

70 

80 

90 



NIELLOS 10, no Honors. Bid ranks below No-Trump. 


Game is 30 points, rubber 250, grand slam 100, little slam 50. 

Nothing can be scored toward game except by declarer’s side. 

Honors always scored as held. 

The conversation of the game requires the players to use the 
same forms of expression throughout as much as possible. 
Suppose the dealer says, “No bid,” the second player “I pass, 
or simply, “No.” Third player says, “One diamond, fourth 
player, “One heart,” the dealer, “One no-trump,” second player, 
“I double one no-trump,” third player, “Two diamonds, and so 
on Players must be especially careful in doubling to state the 
number of tricks and the suit they double, so that there shall 






















150 


Hoyle’s Standard Games 


be no misunderstanding by the following bidder, because the 
doubling does not increase the value of the bid as a bid. 

Should a player name a number of tricks which is insufficient 
to overcall the previous bid, he shall be considered as having 
called the right number unless one of his adversaries shall accept 
the erroneous bid by passing it, doubling it, or making a higher 
bid before calling attention to the insufficiency. 

The player in error may correct himself without penalty before 
the next player speaks, advancing the amount of an insufficient 
bid or changing the denomination, but not the size, of a bid due 
to a slip of the tongue. A pass or a double cannot be changed. 

Unless an adversary accepts the bid made in error, the partner 
of the player in error cannot bid again that deal. But if it is 
corrected and then outbid or doubled, the partner may bid. If 
the corrected bid is allowed to stand, the partner of the player 
in error cannot bid. 

Doubling. —This does not affect the value of the bids, but it 
shows in the score at the end of the hand. Suppose a player says 
one in hearts, doubled by the next man. The partner of the one 
who bid hearts can bid two in clubs, which is better than one in 
hearts, the doubling not affecting the rank of the bid at all. This 
annuls the double. 

The Play.— The highest bid is called the “winning declaration,” 
even if it is doubled, because it entitles the side making it to 
score toward game. One of the partners who makes this winning 
declaration must become the dummy for the deal, while the 
other partner becomes the declarer, and the number of tricks they 
have undertaken to make is called their contract. 

The declarer, who plays the combined hands, is always the one 
who first names the suit that becomes the winning declaration 
and the player on his left always leads for the first trick, no 
matter who dealt the cards. In case both partners have named 
the same suit, the one who named it first must be the declarer, 
because it is assumed that his partner’s higher bid in the same 
suit was simply in the nature of assistance. 

For example: Suppose Z is the dealer and bids one diamond. 
A, on his left, says one heart. Z’s partner, Y, says two diamonds 
and all the others pass. Although Y is the highest bidder, his 
partner first named diamonds and he must be the declarer, Y 
becoming dummy. 

It sometimes happens that opposite sides make the same declara¬ 
tion. Suppose Z makes it one heart and A passes, Y shifts to one 
no-trump, B and Z passing. Now, A has a big heart hand and 
could defeat Z’s declaration, but as Y has shifted from the hearts, 
A must bid two hearts if he wants to play the hand, and if all 
pass A will become the declarer, although hearts were first named 
by his adversary, Z. 

As only the side making the winning declaration can score 
toward game, it often happens that a player would rather under¬ 
take to make an extra trick than to defeat the bid made by his 


Auction Bridge 


151 


opponent. Suppose the dealer, Z, starts with one no-trump on an 
average hand, and that A has a very strong hand and wants to go 
game on it. He bids two no-trumps instead of doubling, so as to 
get the winning declaration which carries with it the chance of 
scoring toward game. 

Scoring.— If the bid is not doubled, and succeeds, the declarer 
scores for tricks and honors as usual, and he scores for as many 
tricks as he gets. If he fails to make good his bid, his adversaries 
score 50 points in the honor column for every trick by which he 
fails, but they never score in the trick column, no matter how 
many tricks they win, as they are not the declarers. The declarer 
scores nothing but honors when his trick bid fails. If he has been 
doubled, his loss is 100 points a trick, and if he has redoubled, 
200 . 

Suppose the declaration is three by cards in hearts, and the 
adversaries get 7 tricks. The dealer has failed by 3 tricks, as he bid 
to win 9 and got 6 only. This gives the adversaries 150 points 
penalty in the honor column, but neither side scores anything 
toward game. 

If a player who has been doubled plays the dummy and makes 
what he bid, he gets 50 points in the honor column, besides the 
double value of the tricks in the trick column. If he has re¬ 
doubled, he gets 100 points. If he has been doubled, and gets 
more than he bid, he gets 50 points for every extra trick; if he 
has redoubled, 100 points, all in the honor column. 

The winners of the rubber add 250 points bonus. 

The Revoke. —The revoke penalty depends on the side 
that is in error. If the declarer revokes, he cannot score for 
tricks, and his adversaries add 50 points to their honor score for 
the first revoke and 50 for each additional revoke in the same 
hand, if any. This penalty is not increased by doubling. 

If an adversary of the declarer revokes, the declarer has the 
choice of taking three actual tricks from them and adding them 
to his own, or of adding 50 points to his honor score. For any 
further revokes in the same hand he can take nothing but 50 
points each. When the tricks are necessary to fulfill his contract 
or would win the gam’fe or rubber, it is usually better to take the 
tricks; but when the contract is safe or the game won, it is better 
to take the 50 points. 

In case the declaration has been doubled or redoubled, the 
revoke penalty is not affected, and in no case would the declarer 
score any bonus of 50 or 100 points for the tricks he might take 
in penalty for a revoke. For example: The contract is two in 
hearts, doubled. The declarer wins 4 by cards and detects his 
adversary in a revoke. He scores his 4 tricks at double value; 
64 points for game. He also gets 50 points for fulfilling his con¬ 
tract after being doubled and 50 for each of the tricks that he 
won over his contract. That is, 150 penalty, to which he adds 
50 more for the revoke. 

But suppose the contract were to win three in no-trumps. 


152 


Hoyle’s Standard Games 


doubled, and the declarer won the odd trick only, but caught 
his adversary in a revoke. By taking 3 tricks penalty and adding 
them to the one he had, he would be able to score 3 by cards, 
doubled, worth 60 points; but he would get no bonus of 50 points 
for having fulfilled his contract, after being doubled, nor for the 
extra trick over his contract, as in the last example, because the 
tricks by which he fulfilled his contract were taken in penalty 
for a revoke. 

It is important to remember that the number of tricks won 
by the adversaries of the declaration are counted only as 
a check on the declarer’s score. If the declaration is to make 
two by cards and the adversaries win 7 tricks, the declaration 
does not fail by 3 tricks, but onW by 2, because their book is 5 
tricks. He undertook to win 8 tricks and got 6, so he fails by 2. 


Auction Bridge 153 

THE LAWS OF AUCTION 

Code of Rules of the Whist Club for the Game of Auction. 

Copyright, 1920, by the Whist Club. 

Reprinted by permission. 

How Played.—1. The game of Auction is played by four play¬ 
ers, two against two playing as partners. Two partners constitute 
a side. 

Cards. —2. Two packs* * of cards having different backs are 
used. A correct pack contains four suits of thirteen cards each; 
one card of each denomination to a suit. A pack becomes im¬ 
perfect when one or more cards are tom, soiled or otherwise so 
marked that they may be identified from their backs. 

Rank op Cards. —3. In the play, ace is high, then king, queen, 
jack, ten, etc.; deuce being lowest. In drawing cards, ace is low, 
then deuce, trey, etc.; king being highest. 

Rank of Suits. —4. In the declaration,! spades are high, hearts 
next, diamonds next and clubs lowest. In drawing cards, as 
between cards of equal denomination, spades are low, hearts next, 
diamonds next, and clubs highest. 

Lead. —5. The player at the left of declarer leads! to the first 
trick * and thereafter the winner of each trick leads to the next. 

Trick.— 6. After the lead, each player in his turn to the left 
plays! a card. A trick consists of four cards thus played. 

Following Suit.— 7. A player must follow suit, i.e., must play a 
card of the suit led if he have one. When leading, or when void 
of the suit led, he may play any card he holds.# 

Winning the Trick. —8. A trick is won for his side by the 
player who, (a) if the trick does not contain a trump,fl plays the 
highest card of the suit led; or who (6) plays the highest trump, 
if the trick contain one or more trumps. A trick once turned and 
quitted* may not be looked at^ until the end of the hand. 

Odd Tricks. —9. Odd tricks are those won by declarer in excess 
of six tricks. If declarer fulfills his contract, his side counts the 

♦The game may be played with one pack, legal provisions re¬ 
quiring two packs being suspended by consent. 

fin the declaration, no trump ranks above any suit. 

!A player leads or plays by placing one of his cards face up¬ 
ward near the center of the table. 

*The first lead of a hand, when legally made, is called the initial 
lead. 

#To “refuse” is to fail to follow suit. To “renounce” (Law 55) 
is to refuse when able to follow suit. See Law 56 for “revoke.” 

IIAs a result of the bidding (Law 30), the hand may be played 
without a trump ( i . e., “no trump”) or with one of the four suits 
as the trump. Any trump is a winner as against any card of a 
plain (non-trump) suit. 

♦Footnote to Law 56 (a) defines “quitted.” 

♦Law 61 ( e) prescribes penalty. 



154 Hoyle’s Standard Games 

value of all odd tricks; otherwise nothing is counted in the 
trick score. 

Trick Values. —10. Odd tricks count in the trick score as 
follows: 


With Clubs trumps, each counts 6 points 
With Diamonds “ “ “ 7 “ 

With Hearts “ “ « 8 “ 

With Spades “ 9 “ 

With No Trump “ “ “ 10 “ 


Doubling doubles the above values; redoubling multiplies them 
by four. 

Hand. —11. A hand* begins with the cut° and ends when the 
last card is played to the thirteenth trick. 

Game. —12. A game is won when one side has a trick score of 
thirty (30) or more points. A game may be completed in one 
hand or more; each hand is played out$ whether or not during 
it the game be won. 

Rubber. —13. (a) A rubber begins with drawing for partners 
(Law 22) or cutting out (Law 23) and is completed when one 
side has won two games. The side which has won two games adds 
a bonus of 250 points to its honor-score. The side having the 
greater number of total points* wins the rubber.Tf 

(6) When a rubber is started with the agreement that the 
play shall terminate (t.e., no new hand shall commence) after 
a specified time, and the rubber is unfinished at that hour; the 
score is made up as it stands, 125 being added to the honor-score 
of the winners of a game. A hand if started must be played out. 

(c) If a rubber be started without any agreement as to its 
termination, and before its conclusion one player leave; or if, 
after such agreement, a player leave before the appointed hour 
without appointing an acceptable substitute (Law 21-a); the 
opponents have the right to consult and decide whether the score 
be canceled or counted as in (b). 

Honors. —14. The ace, king, queen, jack and ten of the trump 
suit are the honors unless the declaration be no trump, in which 
case the four aces are the honors. Honors count in the honor- 
score of the side which received them in the deal. 

Honor Values. —15. Honor values are based on trick values 
(Law 10). They are not increased by doubling (Law 35) or re¬ 
doubling (Law 36). 

♦“Hand” is also used to mean the cards held by a player. When 
so used the 6ense is obvious. Also used to designate players, as 
in “second hand,” “third hand,” etc. 

°See Law 25. 

$A11 points won are counted whether or not they are needed 
to make game. 

♦See Law 17. 

flThus a side may win two games and still lose the rubber. 



The Laws of Auction 


155 


WHEN THERE IS A TRUMP: 

3 honors v between partners have value of 2 tricks. 

4 honors between partners have value of 4 tricks. 

4 honors held by one partner have value of 8 tricks. 

5 honors, held 3 by one and 2 by other partner, have value of 

5 tricks. 

5 honors, held 4 by one and 1 by other partner, have value of 
9 tricks. 

5 honors held by one partner have value of 10 tricks. 


WHEN THERE IS NO TRUMP: 

3 aces held between partners count 30 points. 

4 aces held between partners count 40 points. 

4 aces held by one partner count 100 points. 

Slams.— 16. A side winning all thirteen tricks* scores 100 
points for slam.° A side winning twelve tricks* scores 50 point-s 
for little slam.t Slam points are added to the honor-score.11 

Scoring. —17. Each side has a trick-score, which includes only 
points won by odd tricks; and an honor-score for all other points, 
including bonuses for honors, penalties, slams and under-tricks. 

At the end of the rubber, the total points of a side are obtained 
by adding together its trick-score and honor-score.$ Subtracting 
the smaller total from the greater gives the net points by which 
the rubber is won and lost.* 

A proved error in the honor-score may be corrected at any time 
before the score of the rubber has been made up and agreed upon. 

A proved error in the trick-score may be corrected at any time 
before the next declaration begins (Law 29) or, if the error 
occur in the final hand of the rubber, before the score has been 
made up and agreed upon. 

Forming Tables.—18. A table consists of four, five or six 
members, of whom four are players. A complete table consists 
of six members. In forming a table, candidates who have not 
played rank first and in the order in which they entered the room. 
Candidates who have played but are not members of an existing 
table rank next. Candidates of equal standing decide priority 
by drawingf cards. Low wins. 

* “Simple honors” means 3 honors. 

♦Without counting tricks received as penalty for a revoke. 

"Also called Grand Slam. 

JWhen declarer’s contract is seven and he wins six odd, he 
counts 50 for Little Slam although his contract fail. 

SI am or Little Slam may be scored by either side. 

JfThe 250 points bonus for winning two games (Law 13-a) is 
included. 

♦Law 13 (a) explains who wins the rubber. 

tMethod of drawing is described in Law 22. 



1.56 


Hoyle’s Standard Games 


Entry.— 19. Before the beginning of a rubbers a candidate 
may enter any incomplete table by announcing his desire to do 
so, and such announcements in the order made entitle candidates 
to places as vacancies occur. In case there are more candidates 
than there are vacancies, the provisions of Law 18 apply. 

Members Leaving Table. —20. If a member leave a table, he 
forfeits all his rights at said table unless he leave to make up a 
table which cannot be formed without him and, when leaving, 
announce his intention of returning when his place at the new 
table can be filled. In such case, if he return, he has prior rights 
over any who have joined the table in his absence and may 
displace one of them. When a memberf leaves a table to make up 
a new table which cannot be formed without him, and does not 
claim the right to retain his membership in the old table, he 
shall be the last to draw out of the new table.. 

Players Leaving Table. —21. (a) A player leaving a table may, 
with the consent of the other three players, appoint a substitute 
to play in his absence; such appointment becomes void upon 
return of said player or upon conclusion of the rubber. In any 
case, the substitute when released regains all his previous rights. 

(b) A player who withdraws from a table of four at the end 
of a rubber; or who, after availing himself of the privileges of 
paragraph (a) fails to return before the end of the rubber, thus 
breaking up the table, cannot claim entry elsewhere as against 
the other three players from that table. 

Drawing for Partners and Deal.— 22. A table having been 
formed, the members draw* cards. He who draws lowest becomes 
the dealer of the first deal and has choice of packs and seats." 
He who draws second lowest is dealer’s partner and sits opposite 
him. The third lowest has choice of the two remaining seats; 
fourth lowest takes the remaining one. The members, if any, 
who draw higher than fourth lowest, remain members of the 
table but do not play in the current rubber. 

In all cases when drawing cards, should any erne show two or 
more cards, he must draw again. 

A player having made choice of packs or seats must abide by 
his decision. 

Cutting Out.— 23. If at the end of a rubber a table consist of 
five or six members, the players who have played the greatest 
number of consecutive rubbers are the first to lose their places 
as players (but do not lose their standing as members). The 
draw (Law 22) decides between claimants of equal standing; 
low wins. 


$Law 13 (a) stipulates that the rubber begins when any player 
draws either for partners or cutting out. 

^Should two members make up a new table, both rank ahead 
of the others. 

♦One pack is spread face downward on the table and each 
member draws one card. All draw from the same pack. 

"A player may consult his partner before choosing. 



The Laws of Auction 


157 


The Shuffle. —24. After drawing for partners, second hand! 
shuffles the pack which dealer has chosen (Law 22) and third 
hand* shuffles the still pack.D Thereafter, at the beginning of 
each deal, third hand shuffles the still pack.A After being shuf¬ 
fled, the still pack is placed between second and third hands, 
where it remains until the next deal. 

During the shuffle the pack must not be held below the table 
nor so that the face of any card may be seen. 

Dealer has the right to shuffle last, but must not shuffle after 
the cut except as in 25 (6). 

The deal must not proceed until the pack has been shuffled. 

The Cut.— 25. (a) Dealer, immediately before the deal, places 
the pack before his right hand opponent, who lifts off the top 
portion and places it beside the bottom portion, preferably 
toward dealer, who then places the bottom portion on top. This 
constitutes the cut.A 

( b ) If the cut leave fewer than four cards in the top or bottom 
portion; or if during it any card be faced or displaced; or there 
be any doubt as to where the pack was divided; or any player 
shuffle after the cut; there must be a new shuffle and a new cut. A 

The Deal.— 26. (a) The deal begins after the cut and ends 
when the last card has been placed in proper order in front of dealer. 

(i>) After the first deal, players deal in turn to the left. A 
player may not deal for his partner if either opponent object. 

(c) Dealer gives the first card to the player on his left, and 
so on until all fifty-two cards are dealt, the last one to dealer. 

(d) A player may not look at any of his cards during the deal. 
Penalty, 25 points in the adverse honor-score. 

New Deal (Compulsory).— 27. There must be a new deal:* 

(а) If the cards be not dealt into four distinct packets in 
accordance with Law 26 (c). 

(б) If, during the deal, any card be found faced in the pack 
or be exposed on, above or below the table. 

(c) If it be discovered during the hand that more than thirteen 
cards were dealt to any player. 

( d ) If, during the hand, one player hold more than the proper 
number of cards and another less. 

(e) If during the hand the pack be proved meorrect (Law 2). 
The pack is not incorrect on account of a missing card or cards 
if it or they be found in the still pack, among the quitted tricks, 
below the table, or in any other place which makes it possible 


tThe player on dealer’s left. 

♦Third hand is dealer’s partner. , . , 

□The “still pack” is the one not being dealt or used m the 


^ A A player may not cut or shuffle for partner if either oppo- 

ne ?Alwa^fbv the same dealer, and with the same pack except 

(e) when a misSn^ is nit found. See Law 62 regard,ng 


new cards. 



158 Hoyle’s Standard Games 

that such card or cards were part of the pack during the deal. 
Any player may search anywhere for missing cards, including 
the still pack and the quitted tricks (face downward). See also 
Law 56 (e). , , 

New Deal (Optional). 8 — 28. During the deal any player who 
has not looked at any of his cards may demand a new deal:? 

(/) If the deal be out of turn. 

(gr) If the pack be imperfect (Law 2). 

A new deal may be demanded by either of dealers opponents!! 
who has not looked at any of his cards: 

( h ) If dealer omit the cut. 

\i) If dealer deal with wrong pack. . 

If any player, after looking at a card, make a claim under 
this law; or, if no claim be made; the deal stands as regular, 
and the player to the left deals next. In case of a deal with 
the wrong pack (t), the next dealer may choose either pack for 
the remainder of the rubber. 

The Declaration. —29. The declaration* begins when the deal 
ends and ends when all four players passA (Law 38) their first 
opportunity to declare* or, after a bid (Law 30), when three 
players in succession have legally passed. The first legal act of 
the declaration is a bid or pass by the dealer. Thereafter each 
player in his turn to the left must pass, bid if no bid has been 
made previously, make a higher bid* if a bid has been made 
previously, double the last bid made by an opponent or redouble 
an opponent’s double provided no bid has intervened. 

Bid Defined— 30. A bid is made by specifying any number 
from one (1) to seven (7) inclusive, together with the name of 
a suit or no trump; thereby offering the contract that with such 
suit as trump or with no trump the bidder will win at least the 
specified number of odd tricks. 

Higher Bid Dhfined. —31. To make a “higher bid” a player 
must (a) name a greater numberf of odd tricks in a suit or no 
trump than the number named in the last previous bid, or ( b) 
name at least an equal number of odd tricks in a suit of higher 
rank (Law 4 than the suit named in the previous bid. 

Insufficient Bid— 32. A bid following any previous bid is 
“insufficient” if it is not “higher” according to Law 31. 

*A new deal may also be demanded under Laws 37 (d), 37 (e) 

and 54 (i). i 

$By the same dealer except as in (/), and with the same pack 
except as in (p) and (z). 

^“Opponent” is always used in the general sense. ‘Adver¬ 
sary” is always an opponent of declarer. 

♦"Declaration also means either bid, double, pass or redouble 

AThe player next in turn then deals with his own pack. 

♦To declare means to bid, double, pass or redouble. 

♦Law 31 defines “higher bid.” 

fSeven is the greatest number that may be named. 



The Laws of Auction 


159 


When an insufficient bid is made : 

(a) The insufficient bidder, if he do so before an opponent 
has declared or called attention to the insufficiency, may make 
the bid sufficient by changing the number of odd tricks named, in 
which case the declaration proceeds as if the bid had been suffi¬ 
cient. 

(b) When either opponent calls attention to an insufficient 
bid before it is changed, the insufficient bidder must make his 
bid sufficient by increasing the number* of odd tricks named; 
and if the player on the left of the insufficient bidder then pass, 
the partner of the insufficient bidder must pass and may not 
re-enter the declaration unless an opponent subsequently bid 
or double. 

(c) If neither opponent call attention to the insufficiency and 
the player on the left of the insufficient bidder either bid, double 
or pass, the previous insufficiency is waived. 

( d) Either opponent, after the bid has been made sufficient 
as provided in (6), may in turn make a higher bid,° in which 
case the declaration proceeds as if no bid had been insufficient. 

Bid Out of Turn Defined.—33. A bid is out of turnt (not an 
illegitimate bid, Law 41): 

(a) If, before dealer declares, a bid be made by any other 
player. 

(b) If, after dealer declares, any player bid otherwise than in 
his turn. 

Bid Out of Turn Penalized.—34. After a bid out of turn: 

(a) Either opponent of the offender may cancel it. The proper 
player then proceeds with the declaration!!, the out-of-tum bid 
being ignored, but the partner of the out-of-turn bidder must 
thereafter pass whenever his turn comes* 

(b) When the player on the left of the out-of-turn bidder 
declares before the improper bid is canceled, the out-of-tum bid 
is thereby accepted as if made in turn and there is no penalty. 

(c) When the player on the right of the out-of-tum bidder 

is the proper declarer and declares^ without otherwise cancel¬ 
ing the improper bid, such act cancels the out-of-turn bid and 
(a) applies. , , . 

Double Defined. —35. When, during the declaration and in 
proper turn, a player doubles, it doubles the trick value (Law 
10) of the last previous bid. Doubling does not change bidding 


♦Not exceeding seven. . _ . 

higher than the bid after it has been made sufficient. 
$When a bid is out of turn and also insufficient (Law 32), 
either opponent may elect to apply either Law 32 (b) or Law 

HThe “proper player” must pass if he is the partner of the 

player in error. . , . . . 

★The offending player, as he has not received improper infor¬ 
mation, may subsequently declare in turn. 

A When he doubles, it is a double of the last legal bid. 



160 


Hoyle’s Standard Games 


values (Laws 4 and 31), nor the values of honors (Law 15), slan 
or little slam (Law 16). 

Redouble Defined. —36. When, during the declaration, and ir 
proper turn, a player redoubles, it doubles the double (Law 35): 
that is, it multiplies the original trick value (Law 10) by four 
A redouble, like a double, affects only trick values (Law 35). 

Improper Doubles and Redoubles.— 37. The penalties for im¬ 
proper doubles or redoubles follow: 

(a) A double or redouble before a bid has been made is void 

(ib ) A double or redouble after the declaration ends: Law 41 
(a) prescribes the penalty. 

(c) A double or redouble made when it is the turn of the right 
hand opponent to declare is subject to the same penalty as s 
bid out of turn (Law 34 -a) unless the partner of the offender has 
passed the bid involved, in which case the double or redouble 
is void and there is no penalty. 

( d ) A double or redouble when it is partner’s turn to declare 
may be accepted by the opponents, after consultation, as if it 
had been in turn; or they may demand a new deal; or call the 
bid that was doubled final and elect whether the double or re¬ 
double stand. Any of these penalties may be exacted even 
though the partner of the offender call attention to the error; 
but, if the player to the left of the offender declare, he thereby 
accepts the out-of-turn double or redouble. 

(e) A double of a double is a redouble; a redouble when there 
has been no double is a double; a redouble of a redouble is void 
and is penalized by a new deal or 100 points in the adverse honor- 
score. Doubling a partner’s bid or redoubling a partner’s double 
is penalized by 50 points in the adverse honor-score. Either 
opponent may exact any of these penalties. 

Pass Defined. —38. When, during the declaration and in proper 
turn, a player passes, the turn to declare is thereby passed to the 
next player to the left. 

Pass Out of Turn Defined. —39. A pass is out of turn: 

(a) If made before dealer declares; 

(b) If made (after dealer declares) by any player except in 
turn. 

Pass Out of Turn Penalized.-— 40. After a pass out of turn: 

(a) If the opponent at the left of the offending player declare* 
before attention is called to the error, the pass is accepted as 
regular. 

(b) If an opponent call attention to the error, the pass is 
void and the player whose turn it was when the error was made 
resumes the declaration; but the offending player may not there¬ 
after bid, double or redouble unless the declaration he passed 
be over-bid, doubled or redoubled. 

Illegitimate Declarations.— 41. (a) A bid, double or redouble 
made afte r the declaration is ended is not penalized if made by 

*See footnote to Law 29, which provides that a pass is a decla¬ 
ration. 



The Laws of Auction 


161 


declarer or his partner. But should the error be committed by 
an adversary, declarer may call a lead from the partner of the 
offending player the first time it is the turn of said partner to 
lead. 

(6) When a player who has been debarred from bidding or 
doubling either bids, doubles or redoubles, either opponent may 
decide whether or not such bid, double or redouble stand; and 
in either case, both the offending player and his partner must 
thereafter pass. 

(c) A pass after the declaration is ended is void. 

Declaring and Changing. —42. If a player pass, bid, double, 
or redouble, and then attempt to change* to some other form of 
declaration or attempt to change the size of a sufficient bid, such 
attempted change may be penalized as bid out of turn. 0 

Repeated Errors. —43. When any player commits an error for 
which a penalty is provided in Laws 32, 34, 37, 40, 41 or 42, at 
a time when an error has previously been committed under those 
laws, for which the penalty has not already been fully paid: 

(a) If the previous error was committed by the other side, the 
penalty for it (or as much as remains unpaid) is canceled and 
the side newly in error is liable for the penalty provided for the 
new offense. 

( b ) If the previous error was committed by the same side, 
the opponents, after consultation, may elect which error to 
penalize. 

Cards Exposed During Declaration. —44. If, during the decla¬ 
ration*, any player lead or exposed a card, such card must 
be left face upward on the table and the partner of the player 
in error must thereafter pass whenever it is his turn to declare. 

If the player in error later become declarer or dummy, the 
card in question is no longer exposed; otherwise it remains an 
exposed card until played. 

If the player on the left of the player in error later become 
declarer he may, on the first trick, forbid a lead of the suit of 
the exposed cardf. 

Contract and Declarer. —45. With the completion of the dec¬ 
laration, the side which has made the highest bid assumes a 

*A player who inadvertently says “No bid,” meaning to say 
“No trump,” or vice versa ; or who inadvertently says “Spade,” 
“Heart,” “Diamond,” or “Club,” meaning to name another of 
these, may correct his mistake, provided the next player has 
not declared. “Inadvertently” refers to a slip of the tongue, 
not a change of mind. 

"Unless it be an attempt to change the third or fourth con¬ 
secutive pass which closes the declaration (Law 29). 

$Law 29 specifies when the declaration begins and ends. 

jfLaw 51 defines exposed cards. 

fWhen two or more cards are exposed, all are subject to the 
orovisions of Law 44, but the declarer may not forbid the lead 
if more than three suits. 



162 


Hoyle’s Standard Games 


contract to win at least the number of odd tricks □ named in 
said bid: the partner of that side who first named the suit or 
no trump specified in said bid is declarer.. 

For every trick declarer falls short of his contract, the adver¬ 
saries score 50 points in their honor-score for undertricks. All 
tricks won by adversaries beyond their “book” are undertricks. 

The adversaries’ book is the number of the bid subtracted from 
seven. Declarer’s book is his first six tricks. In case of a double, 
the undertricks count 100 each; in case qf redouble they count 
200 each. 

When there is a double and declarer fulfills his contract, he 
counts in his honor-score a bonus of 50 points: and a further 
bonus of 50 points for each trick, if any, that he wins beyond 
the number called for by the contract. When there is a redouble, 
these bonuses are 100 points each instead of 50.* * 

The Play.—46. After the declaration, the play proceeds ac¬ 
cording to Law 5. Until the initial lead has been legally made, 
declarer’s partner is not subject to any of the limitations 0 im¬ 
posed upon dummy. 

Dummy. —47. As soon as the initial lead is legally made, de¬ 
clarer’s partner places his cards face upward on the table and 
becomes dummy.$ Declarer plays dummy’s cards as well as his 
own. Dummy takes no part in the play and has no rights except 
as provided in Laws 48 and 49. 

Dummy’s Rights (Unconditional).— 48. Dummy always has 
the right: 

(а) To call attention to the fact that too many or too few 
cards have been played to a trick, 

(б) To call attention to the fact that the wrong side has 
gathered in a trick, 

(c) To ask declarer whether he has any of a suit he has re¬ 
fused,If 

(d) To correct an error in the score, 

(e) To participate in the discussion of any disputed question 
of fact after it has arisen between declarer and an adversary, 

(/) To correct an improper claim of either adversary, 

(g) To assist declarer as allowed by Law 54 (;). 

Dummy’s Rights (Conditional).— 49. If dummy have not in¬ 
tentionally looked at a card held by any player, he has the fol¬ 
lowing additional rights: 

( h ) To claim an adverse revoke, 

(i) To call attention to an adverse lead out of turn, 

□Law 9 provides that declarer whose contract fails scores 
nothing for tricks. 

*These bonuses are in addition to the increased trick score, 
see Law 10. 

“Except consultation as to the penalty provided in Law 54 (a). 

t“Dummy” is sometimes used in the obvious sense of dummy’s 
cards. 

J[“Refuse” is defined in footnote to Law 7. 



The Laws of Auction 


163 


O') To call attention to a card exposed by an adversary, 

( k ) To call declarer’s attention to any right he may have 
under the laws, 

(0 To suggest playing out the hand when declarer would 
concede any of the remaining tricks (Law 59-£>). 

Dummy Penalized. —50. (m) Should dummy call attention to 
any matter involving right of declarer or a penalty incurred 
by the adversaries, said matter not being covered by Law 48, 
paragraphs (a) to ( g ); or should he, after having intentionally 
looked at a card held by any player, seek to exercise any of 
the rights mentioned in Law 49, paragraphs (h) to (l); then 
such right or penalty is canceled and maj' not be exercised or 
exacted. 

(n) Should dummy, by touching a card or otherwise, sug¬ 
gest a play by declarer, either adversary may require declarer 
to make such play (if legal) or to refrain from making it. 

(o) Should dummy warn declarer that he is about to lead from 
the wrong hand, either adversary may designate the hand from 
which declarer shall lead. 

Exposed Cards. —51. The following are “exposed” cards: 

(а) Two or more cards led or played simultaneously (all are 
exposed); 

(б) A card dropped face upward on the table, even if snatched 
up so quickly that it cannot be named;* 

(c) A card dropped elsewhere than on the table if the part¬ 
ner see its face; 0 

(d) A card so held by a player that his partner sees any por¬ 
tion of its face; 0 

(e) A card mentioned by either adversary as being in his 
own or his partner’s hand. 

(/) If an adversary who has legally played to the twelfth 
trick show his thirteenth card before his partner plays his 
twelfth, the partner’s two cards are exposed; 

( g ) A card designated by any law as “exposed.” 

Calling Exposed Cards. —52. After a card has been “exposed” 
as defined in Law 51, it must be left face upward on the table 
and declarer may “call” it (i.e., require its owner to lead or play 
it)t at any time when it is the owner’s turn to lead or play, except 
when the playing of the “called” card would cause the holder to 
renounce. 

Play of Declarer and Dummy. —53. A card from declarer’s 


*If an adversary throw his cards face upwards on the table, 
they are exposed (except as in 59-a) and liable to be called; but 
if the other adversary retain his hand, he cannot be forced to 
expose it. 

°The fact that an opponent sees it, does not make it an ex¬ 
posed card. 

{Declarer and dummy are not liable (Law 53). 



164 


Hoyle’s Standard Games 


hand is not played or led until quitted.fi If declarer name or 
touch a card in dummy he must play it.O If he touch two or 
more cards simultaneously, he may play either. 

Declarer and dummy are not liable to the call of exposed 
cards.* * 

Leads Out of Turn and Cards Played in Error. —54. («) 
After the declaration and before a legal initial lead, should the 
partner of the proper leader lead or expose a card, declarer may 
either call a lead A from the proper leader or treat the cardt as 
exposed. Declarer’s partner may call declarer’s attention to the 
offense, but, should they consult regarding the penalty, it is can¬ 
celed. Should declarer’s partner spread any part of his hand 
before declarer selects the penalty, declarer may not call a lead. 

( b ) Should an adversary who has played a card which, as 
against declarer and dummy, is a winner lead another or several 
such winning cards without waiting*for his partner to play, 
declarer may require said adversary’s partner to win, if he can, 
the first or an}' of these tricks, after which the remaining card 
or cards thus led are exposed. 

(c) Should the adversaries lead simultaneously, the correct 
lead stands and the other is an exposed card. 

(d) Should declarer lead out of turn either from his own hand 
or dummy, either adversary may direct that the error be rectified, 
but declarer may not rectify it unless so directed. 

(e) After a lead by declarer or dummy, should fourth hand 
play before second hand, declarer may require second hand to 
play his highest or lowest card of the suit led, or to win or lose 
the trick* If the second hand have none of the suit led, declarer 
may call his highest of any designated suit. If second hand hold 
none of the suit called, the penalty is paid. 

(/) Should declarer lead from his own or dummy’s hand and 
then play from the other hand before second hand plays, fourth 
hand may play before second hand without penalty. 

( g ) Should any player (including dummy) lead out of turn 
and next hand* play without claiming the penalty, the lead 
stands as regular. 

(/t) If an adversary lead out of turn, declarer may call a lead 
as soon as it is the turn of either adversary to lead or may treat 
the card so led as exposed. 

fiA card is “quitted” when the player no longer touches it. 

□Unless declarer says ‘‘I arrange,” or words to that effect; or 
unless his touching the card is obviously for the purpose of un¬ 
covering a partly hidden one or to enable him to get at the card 
he wishes to play. 

*But see Law 54 (a). 

A If the player called on to lead a suit have none of it the pen¬ 
alty is paid. 

tOr cards. ^Except as provided in (/). 

♦Declarer accepts wrong lead if he play next either from his 
own or dummy’s hand. 



The Laws of Auction 


165 


(i) If a player (not dummy) omit playing to a trick and then 
play to a subsequent trick, declarer or either adversary (as the 
case may be) may demand a new deal whenever the error is 
discovered. If no new deal be demanded, the surplus card at 
the end of the hand is considered played to the imperfect trick 
but does not constitute a revoke therein. 

0) Whenever it is suspected that any of the quitted tricks 
contains more than four cards, any player (including dummy) 
may count them face downward. If any be found to contain a 
surplus card and any player be short, either opponent may face 
the trick, select the surplus card and restore it to the player 
who is short; but this does not change the ownership of the trick. 
The player who was short is answerable for revoke as provided 
in Law 56 (e). 

Renounce.— 55. When a player, having one or more cards of 
the suit led, plays a card of a different suit, his act constitutes 
a renounce* 

Revoke Definitions. —56. A renounce (Law 55) becomes a 
revoke and subject to penalty (Law 57): 

( а ) When the trick in which it occurs is turned and quittedt 
by the rightful winners, except as provided in Law 58 (c); 

(б) When the renouncing player or his partner, whether in 
turn or otherwise, leads or plays to the following trick; 

(c) W T hen, one side having claimed a revoke, either opponent 
mixes the cards before the claimant has had reasonable oppor¬ 
tunity to examine them. 

(d) When a player has incurred a penalty requiring him to 
play the highest or lowest of a suit, or to win or lose a trick, or 
to lead a certain suit, or to refrain from playing a certain suit, 
and fails to act as directed when able to do so, he incurs the 
revoke penalty. 

(e) If at any time a player be found to have less than his 
correct number of cards, and the other three have their correct 
number, the missing card or cards, if found (see also Laws 27-6 
and 54-;), belong to the player! who is short and, unless he be 
dummy, he is answerable for any revoke or revokes as if the 
missing card or cards had been in his hand continuously. 

Revoke Penalty.— 57. The penalty for each revoke is: 

(a) When declarer revokes, he cannot score for tricks and 
his adversaries, in addition to any bonus for undertricks,A add 
50 points to their honor-score for each revoke. 

♦See also “refuse,” Law 7, footnote. 

f A trick is “quitted” when it is tumod and the player no longer 
touches it. 

$The fact that such player made no claim of irregularity at the 
time of the deal is conclusive, in the absence of evidence to the 
contrary, that the missing cards were dealt to him. 

AThe fact that declarer revokes does not permit adversaries 
to score for undertricks, provided declarer has won (even with 
the help of the revoke) at least the number of tricks called for 
by his contract. 



166 


Hoyle’s Standard Games 


(6) When either adversary revokes, declarer for the first 
revoke may either score 50 points in his honor-score or take two 
tricks 0 from his adversaries and add them to his ownl Such 
tricks may assist declarer to make good his contract, but shall 
not entitle him to any further bonusfl in the honor-score by reason 
of the bid having been doubled or redoubled; nor to a slam or 
little slam not otherwise obtained. For each revoke after the 
first, declarer adds 50 points to his honor-score. 

(c) The value of honors as held is the only score that can be 
made by a revoking side unless both sides revoke; if one side 
revoke more than once, the other scores 50 for each extra revoke. 

Revoke Avoided.— 58. A renounce (Law 55) may be corrected, 
and the revoke (Law 57) avoided, under the following circum¬ 
stances : 

(а) If made by dummy, the renounce may be corrected before 
the trick is turned and quitted. After the trick has been turned 
and quitted, whether by the rightful winners or otherwise, the 
renounce may not be corrected. In neither case is there any 
penalty. 

(б) A renouncing player, other than dummy, may not cor¬ 
rect his error (except as in c) after the trick is turned and quitted 
nor after he or his partner has led or played to the following 
trick. If the correction be made in time, there is no revoke 
penalty; but the player in error (except as in e) may be required 
to play his highest or lowest card of the suit led. Any player 
who played after the renounce may withdraw his card and sub¬ 
stitute another. 

(c) If, before the trick is turned and quitted, the partner of 
the renouncing player ask him whether he have anyO of the suit 
refused, subsequent turning and quitting does not establish a 
revoke until the renouncing player has answered in the negative, 
or until he or his partner has led or played to the following trick. 

(d) If the renouncing player be an adversary and the renounce 
be corrected in time, declarer, instead of calling the highest or 
lowest, may treat the card played in error as exposed. 

(e) The highest or lowest may not be called from declarer 
unless the adversary to his left has played to the trick after the 
renounce. 

(/) Should dummy leave the table after requesting protection 
from revokes* * declarer cannot be penalized, following a re¬ 
nounce, unless an adversary in due time call the renounce to his 
attention. 

( g ) The revoke penalty cannot be claimed after the next 

°The value of the two tricks—undoubled, doubled or redoubled 
as the case may be—is counted in the trick score. 

♦Dummy may advise declarer which penalty to exact. 

IfThey may enable him to win a game and, if that game end 
the rubber, give him 250 points bonus. 

□Or none. 

* Sometimes called “courtesies of the table.” 



The Laws of Auction 167 

ensuing cut (Law 25); nor, if the revoke occur during the last 
hand of a rubber, after the score has been agreed upon; nor if 
there have been a draw for any purpose in connection with the 
next rubber ( e.g ., as in Law 23). 

Claiming and Conceding Tricks.— 59. (a) If declarer say “I 
have the rest, ’ or any words indicating the remaining tricks or 
any number thereof are his, either adversary may require him 
to place his cards face upward on the table and play out the 
hand. Declarer cannot then take any finesse, not previously 
proven a winner, 0 unless he announced it when making his claim; 
nor may he call any cards either adversary has exposed. 

( b ) If declarer concede one or more tricks, and either adver¬ 
sary accept the concession before dummy lawfully demands that 
the hand be played out (Law 49-0, such trick or tricks belong 
to adversaries even though, had the hand been played out, 
declarer could not have lost them. 

(c) If an adversary concede a trick or tricks to declarer, and 
such concession be accepted before the other adversary objects, 
it is binding on both adversaries. 

Penalties and Consultation. —60. Laws which give “either 
partner,” “either opponent,” etc., the right to exact a penalty do 
not permit consultation. 

(a) If either partner suggest or name a penalty he is deemed 
to have selected it. 

(b) If either direct the other to select a penalty, the latter 
must do so; and if an attempt be made to refer the privilege 
back, the penalty is canceled. 

(c) If either says (in effect), “Which of us is to select the pen¬ 
alty?” the penalty is canceled. 

( d ) A proper penalty once selected may not be changed. 

(e) If a wrong penalty be selected,! the selection must be cor¬ 
rected upon request of either opponent. 

(/) If a wrong penalty be selected and paid without challenge, 
the selection may not be changed. 

( g) A reasonable time must be allowed for the selection of a 
penalty, and the selection must be made within a reasonable time. 

( h ) If, instead of exacting a penalty at the proper time, either 
opponent of the side in error play or declare, no penalty may be 
exacted. 

Information.— 61. (a) During the declaration, information 
must be given concerning its details up to that time, but, after 
it is ended, should either adversary or dummy inform his part¬ 
ner regarding any detail of the declaration except the contract, 
declarer or either adversary (as the case may be) may call a 

°“Proven a winner” means that the adversary who plays last 
to the trick in which the finesse is to be taken has previously 
refused that suit; the fact that a finesse in the same suit has 
previously won is not enough. 

$If the “penalty” selected be something not described in the 
laws, no penalty may be exacted. 



168 


Hoyle’s Standard Games 


lead the next time it is the turn of the offending side to lead. 
At any time during the play, any plaj'er inquiring must be in¬ 
formed what the contract is. 

( b ) Any player except dummy may, before a trick is turned 
and quitted, demand that the cards so far played be placed 
before their respective players; but should either adversary, in 
the absence of such demand, in any way call attention to his own 
card or to the trick, declarer may require the partner of the 
offender to play his highest or lowest card of the suit led, or to 
win or lose the trick. 

(c) Either adversary, but not dummy (Law 50-o), may call his 
partner’s attention to the fact that he is about to play or lead 
out of turn; but if, during the play, an adversary make any un¬ 
authorized reference to any incident thereof, or to the location 
of any card, declarer may call the next lead when it becomes an 
adversary’s turn.* 

( d ) If before or during the declaration a player give any un¬ 
authorized information concerning his hand, his partner may be 
barred from subsequent participation in the declaration. 

(e) The penalty for looking at quitted tricks (except where 
the Laws permit examination) is 25 points in the adverse honbr- 
score for each offense. 

New Cards. —62. One new pack must be produced to replace 
an incorrect one (Law 27-e) or an imperfect one (Law 28-gr). 
Otherwise, when new cards are demanded, two packs must be 
furnished and the opponents of the player demanding them have 
the choice, unless the demand be made at the beginning of a 
rubber, in which case dealer has the choice. 

Except under Laws 27 ( e ) and 28 (g), new cards may not be 
introduced during a deal. (See Law 26-a). 


ETIQUETTE OF AUCTION 

In the game of Auction slight intimations convey much in¬ 
formation. The laws fix penalties for an offense. To offend 
against etiquette is more serious than to offend against a law; 
for in the latter case the offender is subject to the prescribed 
penalties; in the former, his adversaries are without redress. 

1. Declarations should be made in a simple manner, thus “one 
heart,” "one no-trump,” "pass,” "double”; they should be made 
orally and not by gesture. 

2. Aside from his legitimate declaration, a player should not 
indicate by word or gesture the nature of his hand, or his approval 
or disapproval of a play, bid or double. 

3. If a player demand that the cards be placed, he should do 
so for his own information and not to call his partner’s attention 
to any card or play. 

*Any such reference by dummy may be similarly penalized by 
either adversary. 



Etiquette of Auction 


169 


4. An opponent of the declarer should not lead until the preced¬ 
ing trick has been turned and quitted, nor, after having led a 
winning card, should he draw another from his hand before his 
partner has played to the current trick. 

5. A card should not be played with such emphasis as to draw 
attention to it, nor should a player detach one card from his hand 
and subsequently play another. 

6. A player should not purposely incur a penalty because he is 
willing to pay it, nor should he make a second revoke to conceal 
a first. 

7. Conversation during the play should be avoided, as it may 
annoy players at the table or at other tables in the room. 

8. The dummy should not leave his seat to watch his partner 
play. He should not call attention to the score nor to any card 
or cards that he or the other players hold. 

9. If a player says, “I have the rest,” or any words indicating 
that the remaining tricks, or any number thereof, are his, and 
one or both of the other players expose his or their cards, or re¬ 
quest him to play out the hand, he should not allow any informa¬ 
tion so obtained to influence his play. 

10. A player having been cut out of one table should not seek 
admission in another unless willing to cut for the privilege of 
entry. 


SKAT 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

The Pack.— 32-card pack, ace (high) to 7 (low). 

Number of Players. —For three players. If more than three 
play, cards are dealt to the two players next to the dealer on the 
left and the one player next to him on the right. The players 
not receiving cards share the fortunes of the two who play against 
the successful bidder. (See Bidding.) 

Rank of Cards. —The four jacks (called Wentzels) are always 
the four best trumps, and rank: club (highest), spades, hearts, 
diamonds (lowest). After the four jacks, the cards of the suit 
named as trump rank: A, 10, K, Q, 9, 8, 7. Non-trump suits 
rank: A (high) 10, K, Q, 9, 8, 7. 

The four suits rank: clubs (highest), spades, hearts, diamonds, 
but this rank has nothing to do with trick-taking value, merely 
increasing or diminishing the value of the game played according 
to the suit named as trump. 

Matadores. —When a player holds the jack of clubs, it and 
each trump in unbroken sequence with it is called a Matadore. 
Thus, with spades as trump, player holding the four jacks and 
ace, 10 and king of spades, would have 7 Matadores, but if the 
jack of hearts were missing, he would have only two Matadores, 
the jack of clubs and jack of spades. 

There are always one or more Matadores in the hands of the 
three players. If in the hand of highest bidder, he is said to play 
with a certain number of Matadores, or if in the hands of his 
opponents, he is saidfto play without a certain number. The 
number of Matadores either with or without affects the value of 
the game played. 

Cutting. —Cut for choice of seats; low has choice of seats and 
deals first, the cards ranking in cutting as they do in play, and 
suits ranking clubs (high), spades, hearts, diamonds (low). 
Player to right of first dealer should keep the score, thus show¬ 
ing when each round of deals is completed. 

Shuffling. —Any player may shuffle, dealer last, and player to 
dealer’s right cuts, leaving at least five cards in each packet. 

Dealing.— Beginning with player to left of dealer, deal three 
cards to each active player in rotation to the left. When more 
than three are in the game, only three players receive cards. 
(See Number of Players.) Then deal two cards to the table, face 
downward (called the “Skat”). Then deal two more rounds to 
the players, four cards, then three, making in all ten cards to 
each player and two to the Skat. 

Misdealing. —In case of a misdeal, same dealer deals again, 

170 


Skat 171 

and ten points are deducted from his score as a penalty for the 
misdeal. The following are misdeals: 

(а) Failure to offer the pack to be cut. 

(б) Exposing a card in dealing. 

(c) Dealing too many or too few cards to any player on any 

round. 

(d) Not dealing the Skat cards in their proper turn. 

If the pack is found to be imperfect, such discovery renders 
the current deal void, but does not affect any previous scores. 

A player dealing out of turn may be stopped if discovered 
before the last card is dealt; otherwise the deal stands good. 
Next deal must be by player whose proper turn it was to deal, 
and then proceed as if no misdeal had been made, omitting, 
however, the player who dealt out of turn. Thus each player 
deals but once in each round. 

Objects of the Game.— There are two general classes of 
games—those in which the playei’s object is to take no trick, and 
those in which the player’s object is to win enough counting cards 
in tricks to make 61, A’s counting 11, 10’s 10, K’s 4, Q’s 3 and 
J’s 2 each. The former are called Null (or Nullo), and Null 
Ouvert. Player declaring Null Ouvert endeavors not to take 
a trick, as he does in Nullo, but in addition his cards are exposed 
face up on the table. There are no trumps in Nullo and Null 
Ouvert. The cards of each suit rank: Ace (high), K, Q, J, 10, 
9, 8, 7 (low). 

In games of the other class, player naming the form of game 
endeavors to win points in tricks; failure to make 61 points loses 
the game. These games are as follows: 

Tournee. —The successful bidder turns up one card of the Skat, 
thereby declaring the suit of such card trump. If the turned card 
be a jack, however, he may declare the suit of the jack to be 
trump or play a Grand Tournee, the four jacks being the only 
trumps. After declaring, player takes the other Skat card into 
his hand and discards two cards. If the discarded cards are of 
any counting value, they are counted for the maker of the trump. 

Solo. —The successful bidder declares a suit trump from his 
hand, without looking at the Skat. He must play with the cards 
which are dealt to him, and cannot use the Skat in play. The 
Skat belongs to him, however, and any points and Matadores 
found therein at the end of the play are counted for him. 

Grand. —When a Grand is played, the four jacks are the only 
trumps. There are four varieties of Grand - : Guckser (or Grand 
Frage), Grand Tournee, Grand Solo, and Grand Ouvert. 

In Guckser, player takes up both Skat cards and announces the 
four jacks to be the only trumps. He discards two cards from his 
hand as in Tournee. 

If a player, intending to play a Tournee, turns a jack for trump 
he may change his game from TounnSe to Grand. This is called 
Grand, Tournee. 

Successful bidder may announce a Grand before looking at 


172 


Hoyle’s Standard Games 


either of the Skat cards. This is called Grand Solo. The Skat 
cards are not seen by any player until the hand is played out, 
when, if of any counting value, the cards are counted for successful 
bidder. 

Successful bidder may announce a Grand, and spread his cards 
face up on the table, and play them in that manner, though his 
cards are not subject to call. This is called Grand Ouvert. The 
player declaring Grand Ouvert must win every trick to win his 


Bidding. —The three active players are known bv the following 
names: Player to left of dealer is called “Vorhand”; the second 
player is called “Mittelhand,” and third, “Hinterhand.” 

Vorhand has the right to name the game, but the others may 
bid to take this privilege from him by naming a certain number 
of points, which must never be less than 10 and mu.st represent 
the value of some game. 

Mittelhand has first bid, and if Vorhand thinks he can make 
as many points as bid, he says “Yes,” whereupon Mittelhand 
must bid higher or pass. If Vorhand is offered more than he 
thinks he can make, he passes. As soon as either Vorhand or 
Mittelhand passes, Hinterhand has the privilege of bidding with 
the survivor. These two bid in the same way, until one or the 
other passes. Highest bidder then declares the form of game to 
be played. Bidder may play any game he chooses, provided the 
value equals or exceeds the amount of his bid. He is known as 
the “player.” 

Nullo. —This is a bid not to win a trick. In Nullo there are 
no trumps, no Wentzels, and no Matadores. The cards rank A, 
K, Q, J, 10, 9, 8, 7. Nothing will increase the value of a nullo, 
which is always 20, if played out of hand. 

Null Ouvert is a nullo which is laid open on the table before 
a card is led. It counts double—40 points. 

Gucki Nut.lo is a bid to take the Skat cards and discard two 
in their place, afterward playing a nullo. Before touching the 
Skat it must be distinctly stated that it is a Gucki Nullo and 
not a Gucki Grand. If successful, this is worth 15, but if lost, it 
counts double—30. A player may announce an open Gucki Nullo, 
which is to lay the cards face up after taking the Skat and dis¬ 
carding. This is worth 30, but counts double if lost—60 points. 

Pabst-Mir-Nicht Toukn£e. —When a player turns one of the 
Skat cards for a Tournee, and it does not suit him, he may so 
declare without showing it. He must then turn the other card, 
which shall be trump. Should this second card be a jack, the 
player, may either declare that suit trump, or declare a Grand 
Tournee. The player must show the second card, however, before 
he mixes it with his other cards; otherwise his opponents may 
determine what game shall be played; the opponent naming the 
highest having the privilege, if player playing Passt-Mix- 
Nicht Tournee wins, it counts as Tournee; if he fails, it counts 
double against him. 


Skat 


173 


Ramsch. —When both players pass without making a bid, 
Vorhand may declare Ramsch. The cards rank as in Grand, the 
jacks being the only trumps. If each player takes at least one 
trick, the player winning the greatest number of points loses the 
value of the game, 20 points; if one player has taken do trick 
(Jungfer), the loss is 30 points. 

Values of Games. —Each of the above games has a umt van*e, 
and in the first six of the following games these values may be 
increased by certain conditions of the game. (See Multipliers.) 
These unit values are as follows: 


When trumps are Clubs Spades Hearts Diamonds 

Tournee. 8 7 6 5 

Solo . 12 11 10 9 

When the four jacks, only, are trumps: 

Grand Tournee. 12 

Guckser (double if lost). 16 

Grand Solo. 20 

Grand Ouvert. 24 

When there are no trumps: 

Nullo. 20 

Null Ouvert. 40 


Gucki Nullo (double if lost). 15 

Gucki Null Ouvert (double if lost). 30 

Multipliers. —In the games where a trump suit is named, the 
above values are increased, as follows: If a player declaring 
the form of game makes 61 points, he wins a "simple game.” 
"If he makes 91 points, he makes his opponents Schneider, and if 
he wins every trick, he makes his opponents Schwarz. Beginning 
with the simple game, which scores only the unit value, the value 
of the game is multiplied by making Schneider and Schwarz, as 
follows: . 

Game, 1; Schneider, 2; Schneider announced in advance, or 
Schwarz without having announced Schneider, 3; Schwarz, after 
having announced Schneider, 4; Schwarz, announced in advance, 
5 Thus, a Tournee in clubs is worth 8; if Schneider is made; 
2x8=16; if Schwarz is made, 3x8=24, etc. Schneider or Schwarz 
may not be announced in any game in which the Skat'cards are 
used. Grand Ouvert is always Schwarz announced. 

In addition to the above values, the value of each game is 
enhanced by the number of Matadores player is with or with¬ 
out. Bidder playing with jack of clubs, and not having jack oi 
spades plays with one, no matter what else he holds. With jack 
of clubs and spades, the jack of hearts missing, he plays with two. 
Without Matadores, establishes the same values; that is—haying 
jack of spades without jack of clubs is without one ; with jack 
of hearts in hand, and two black jacks missing, is without two, etc. 
Value is then established by counting the value ot the game, to 
which is added the number of Matadores, with or unthout. 

Example: With or without the first three jacks in a spade 












174 


Hoyle’s Standard Games 


Tournee—3 (Matadores), plus 1 (game) equals 4, multiplied by 
7 (unit value of spade Tournee) equals 28. 

Schneider and Schwarz.—If the player succeeds in getting 61 
points, he wins his game, whatever it may be. If he gets 91, he 
wins a double game, which is called Schneider. If he takes every 
trick, he wins a treble game, called Schwarz. 

If the single player fails to reach 61, he loses. If he fails to get 
31, he is made Schneider; if he fails to win a single trick, he is 
made Schwarz. 

These multipliers add to the value of the game he loses, just 
as they would add to the value of the game he won. 

In solos the player may announce Schneider or Schwarz in 
advance, but his adversaries cannot announce ^anything. 

The game multipliers are as follows: 1 for the game; 2 for a 
Schneider; 3 for a Schwarz. Suppose a player is with two 
Matadores and makes Schneider, he is with 2, 2 for Schneider, 4 
times the unit value of the game. 

Announcing adds one multiplier. Schneider announced is worth 
3. Making Schwarz after having announced to make. Schneider 
is worth 4. Making Schwarz after having announced it is worth 5; 
because the announcement is a double one, to make Schneider 
and Schwarz both. 

The Play. —After successful bidder has named the form of game 
he will play and disposed of the Skat cards, Vorhand leads any 
card, and the others must follow suit, if possible. Holding no 
card of suit led, player may trump or discard a card of another 
suit. Highest card played of suit led wins the trick, unless 
trumped, when highest trump played wins. Winner of first trick 
leads for second, and so on until the hands are played out. In a 
Grand, if a jack be led, holder of another jack must play it, as 
the four jacks are trumps. 

Abandoned Hands. —In a Tournee, if, before he plays to the 
second trick, successful bidder announces that he cannot win his 
game, he may abandon his hand, losing the value of the game, 
but escaping a probable Schneider or Schwarz. This cannot be 
done in a Solo game, however. 

Irregularities in the Hands and Play. —If, during the play, 
a player is discovered to have too few cards, as the result of 
having dropped a card, or unconsciously played two cards to one 
trick, he loses, but his opponent may demand that the hand be 
played out, to try for a Schneider or Schwarz. The last trick, 
with the missing card, is considered as won by opponent of player 
in error. If player in error is not the single player, his partner 
suffers with him. If player finds the missing card, he cannot take 
it into his hand if he has, in the meantime, played to a trick. 

Playing Out of Turn.— If an adversary of the single player 
leads or plays out of turn, he loses the game. The single player 
may demand that the error be corrected and the hand played 
out, for the purpose of increasing the value of the game. If 
the single player leads out of turn, the cards must be taken back 


American Skat 175 

if either adversary demands it, provided both of them have not 
played to the trick. 

The Revoke. —If a player, having a card of the suit led, neglects 
to follow suit, he revokes. A player who revokes loses the game, 
but opponent may demand that the error be corrected and the 
hand played out, in order to increase the value of the game. 

Examining Tricks.— A player who examines the tricks taken 
(except the last made trick), or counts the points therein, loses 
the game announced, but any one of the participants may de¬ 
mand that the game be played out in order to increase the 
player’s loss. 

Scoring. —The player winning the game he has made or an¬ 
nounced receives its value from each other player. If he loses, 
he must pay to each the value of the game lost. If more than 
three are playing, the players receiving no cards share the fortunes 
of the two who play against the single player. Payments may 
be made with chips, or the score of each player may be kept on 
a sheet of paper, the amount won being added to his score and 
the amount lost deducted. 

At the end of the sitting, the scores of the players are balanced 
one against the other. Suppose that at the end of the sitting, it 
is found that A is minus 7, B plus 88 and C plus 19. The last 
line shows this, as each single player has his score added to or 
reduced the amount of the game he wins or loses as soon as he 


plays the hand. We figure thus: 

ABC 

— 7 +88 +19 

— 95 + 95 + 26 

— 26 + 69 — 69 

Total, —121 +164 — 43 


A has lost 7 to B and B has won 88 from A, showing A’s loss to 
B is 95 points. A’s loss to C is 26, and so on. 

AMERICAN SKAT 

Although not yet officially recognized by the laws of the 
American Skat League, the following variety of the game is 
rapidly superseding all others throughout the United States, 
chiefly because it does away with the objectionable features of 
finding cards in the Skat which completely alter the value of a 
solo player’s game. In the new game, every card in play is known 
to the highest bidder. . 

The preliminaries, including the bidding, are as m the regular 
game, but the lowest bid is 18, and the highest is 504. There is 
no variation in the value of the suits, which are always diamonds, 
9 hearts, 10, spades, 11, and clubs 12. There is only one grand, 
worth 24, and nullo is worth 23; or if played open, 46. 








176 


Hoyle’s Standard Games 


Skat Cards. —The highest bidder always takes the Skat cards 
and lays out two cards to reduce his hand to ten before announc¬ 
ing his game, so that every hand is practically a gucki, the 
difference being that in the old game guckis were always grands, 
with jacks only for trumps, whereas in American Skat they may 
be anything. 

Scoring.— If the player wins the game he announces, and it 
makes good his bid, it is scored as in the ordinary game; but if 
he loses, he loses double, no matter what game he is playing. 

Schneider and Schwarz.— The highest bidder is allowed to 
announce either Schneider or Schwarz, even after he has seen 
the Skat. If he succeeds in winning an announced Schneider the 
total value of his game is doubled instead of simply adding 
another multiplier to it, as in ordinary Skat. If he wins an an¬ 
nounced Schwarz, the total value of his game is trebled. 

Example: Suppose the highest bidder plays spades without the 
best jack, and announces Schneider. His game is 1 for game, 1 
for Schneider, without 1, 3 times 11, or 33, doubled for announcing 
Schneider, 66. If he loses it after announcing it, he loses 132. 
Should he make Schwarz after announcing Schneider, he would 
get only the added multiplier. In the foregoing case, he would 
get 66 for his announced game, plus 11 for Schwarz, 77 in all. 

If the highest bidder announces Schwarz and succeeds, he wins 
three times the value of the ordinary game. Suppose he plays a 
grand with three Matadores, Schwarz announced. His game is 
worth 1 for game, 1 for Schneider, 1 for Schwarz, with 3, or 6 
times 24, equal to 144, multiplied by 3 for announcing it, 432 
points. If he lost it, it would cost him 864. 

The smallest possible game to win is a diamond with one, worth 
18. The largest possible game to lose is a grand, Schwarz 
announced, with four, worth 1,008. 


CINCH 

(High Five—Double Pedro) 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

Full pack, 52 cards. Four players (partners, two against two). 

Rank of Cards.—T rumps rank: A (high), K, Q, J, 10, 9, 8, 7, 
6, 5, 5 of suit same color as trump, 4, 3, 2 (low). Suit same color 
as trump: A (high), K, Q, J, 10, 9, 8, 7, 6, 4, 3, 2 (low). Other 
two suits: A (high), K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 (low). 

Cutting and Shuffling.— Cut for partners, choice of seats and 
deal. Highest cut wins, and ace is high. Any player may shuffle 
cards, dealer last, and player to dealer’s right cuts, leaving at 
least four cards in each packet. 

Dealing. —Beginning with eldest hand, nine cards to each, three 
at a time, in rotation to the left. Deal passes to the left. 

Dealer giving a player incorrect number of cards or failing to 
give each player three cards on each round, forfeits deal. Deal 
out of turn may be stopped before last three cards are dealt; 
otherwise deal must stand. If, after a bid has been made, a player 
discovers that he has incorrect number of cards, deal must stand 
if the other hands are correct. 

Objects of the Game. —To hold in hand ace and 2 of trumps 
(high and low), and to take tricks in which J, 10 and 5 of trumps 
and 5 of suit of same color as trumps are played. 

The Play. — Bidding .—Beginning with eldest hand, each player 
may bid for the privilege of naming the trump suit, naming the 
number of points he thinks he can make. Each player must bid 
higher than preceding bids or pass, and only one bid is allowed 
each player. Fourteen is highest possible bid. Highest bidder 
names trump suit. 

Discarding and Drawing .—The trump having been named, 
each player discards, face upward, all cards in his hand, except 
trumps, and dealer gives each in turn, beginning with eldest hand, 
enough cards to fill his hand out to six. After helping the others, 
dealer may search through remainder of the pack and take what 
cards he wishes to fill his hand to six cards. This is called “rob¬ 
bing the deck.” . . 

A player having discarded a trump by mistake, may take it 
back, provided he has not taken into his hand the cards given 
him by the dealer to fill his hand; otherwise it must not be taken 

b> lf D player ^ho discarded it is highest bidder’s adversary, and 
card is of any counting value, it is scored for highest bidder. If 
discarded by ~ highest bidder or partner, it cannot be counted for 

^Leading' and Playing .—All having discarded and drawn, sue- 


178 


Hoyle’s Standard Games 


cessful bidder leads any card. Each other player in turn plays to 
the lead, and if he has card of suit led, must follow suit or trump. 
If he has no card of suit led, he may either trump or discard a 
card of another suit. Highest card of suit led wins the trick, 
unless trumped, when highest trump played wins. Winner of first 
trick leads for second, etc., until the hands are played out. Cards 
are then bunched and new deal ensues. If, during the play, a 
player revokes ( i.e having a card of suit led, neither follows 
suit nor trumps), or is found to have too many cards, the hands 
are played out, but neither the offending player nor his partner 
can score on that hand. If revoking player be bidder’s opponent, 
bidder and partner score all they make, whether they make 
amount bid or not. 

Cards played on a lead out of turn must be taken back, unless 
all have played to such lead, when trick must stand. If it was 
offending player’s partner’s turn to lead, right-hand adversary 
may compel him to lead trumps or not to lead trumps. If it 
was not the turn of that side to lead, card led out of turn must 
be laid face up on the table subject to call of adversaries. 

Scoring. —Scoring points are as follows: 

High —Ace of trumps; counts one point for player to whom 
dealt. 

Low —Two of trumps; counts one point for player winning 
trick in which it is played. 

Low is frequently counted by player to whom it is dealt, which 
practice often leads to disputes as to who played it. To avoid 
such disputes when this method is used, the card should not be 
played on the trick but should be laid face up in front of its 
holder. 

Jack —J of trumps; counts one point for player winning trick 
upon which it is played. 

Game —10 of trumps; counts one point for player winning trick 
upon which it is played. 

Right Pedro —5 of trumps; counts five points for player winning 
trick upon which it is played. 

Left Pedro —5 of suit same color as trumps; counts five points 
for player winning trick upon which it is played. 

If the bidder’s side makes as many as bid, or any in excess of 
that figure, they score it all, and the adversaries then score any 
points they may have made. 

If bidder and his partner fail to make the number of points bid, 
they not only lose any points they do make, but are set back 
amount of bid, i.e., amount bid is deducted from their previous 
score. If they are set back before they have scored anything or 
more points than they have to their credit, they are said to be 
“in the hole,” indicated by drawing a ring around the minus 
amount. Bidder’s opponents score whatever they make. 

Another method of scoring is to subtract points of side making 
fewer points from those of side making the more, providing bidder 


Cinch— Sixty-Thkee 179 

makes amount bid. If he fails his side scores nothing, and amount 
bid is added to points made by opponents. 

Under first method, if both sides go out on same deal, bidder’s 
side wins. Under second method, as one side only scores on each 
hand, there can be no tie for winning the game. 

Game. —Usually 51 points, but can be changed by agreement. 

CINCH WITH WIDOW 

Cinch is sometimes played with a widow, and otherwise is the 
same as High Five. Deal one round of three cards to each player, 
beginning with eldest hand; then a widow of four cards to each, 
then two rounds more of three cards to each. 

The four cards constituting the widow are left face down and 
the nine cards are taken into the hand. 

Each player in turn to the left, beginning with eldest hand, bids 
from the nine cards in the hand for the privilege of naming trump, 
but before successful bidder names trump suit, each player takes 
up his widow. After trump is named players discard all but six 
cards, and play proceeds as in regular game. 

PROGRESSIVE CINCH 

Positions are allotted as in Progressive Euchre. Each table is 
provided with a bell, and the side first scoring thirty-two points 
rings the bell at their table. Play immediately ceases at all 
tables, and the partners at each table having scored the greatest 
number of points, up to and including the last hand scored, 
progress. 

Ties may cut to progress and score, or a half game may be 
scored for each player, cutting to progress only. 


SIXTY-THREE 

This game is a modification of Cinch. Nine cards are dealt, 
and after discarding the hands are filled out to nine again. 

One hundred and fifty-two points constitute a game. The 
trump-suit cards count as follows: Ace (high), 1; king, 25; 
three-spot, 15; nine, 9; ten (game), 1; jack, 1; five (right pedro), 
5; five of same color suit (left pedro), 5; two (low), 1. All of 
these points (including low) count to the player taking them. 
Bidding for privilege of making the trump continues round and 
round until no one will bid higher. Sixty-three is the highest 
bid possible to make. In all other respects the rules of Cinch 
apply. In progressive play, four hands are played at each table, 
or individual scores may be counted as in Cinch. 


fU 


SOLO 

Copyright by U. S. Playing Card Co., Cincinnati, JJ. S. A. 

The Pack.— 32 cards —A, K, Q, J, 10, 9, 8 and 7 of each suit. 

Number of Players. —Four. 

Rank of Cards. —Queen clubs (Spadilla) is always highest 
trump; 7 of trump suit (Manilla) next highest trump; queen 
spades (Basta) next highest. Aside from these three cards, all 
suits rank A (highest), K, Q, J, 10, 9, 8, 7 (low). 

One suit is selected (generally clubs) as “color” for the entire 
sitting. When this suit is named as trump, it is called “in color,” 
and it increases the value of the game played. (See Values of 
Games.) • 

Matadores. —Spadilla, Manilla and Basta are called Higher 
Matadores. When all of them are held by one player or side, 
each other trump held by the same player or side in uninter¬ 
rupted sequence with the Higher Matadores, beginning with ace. 
is called a Lower Matadore, and each adds one chip to the value 
of the game. 

Cutting. —Instead of cutting, any player deals cards around 
to the left, one at a time; player first receiving a'club deals for 
the play. 

Shuffling. —Any player may shuffle, dealer last, and player 
at dealer’s right cuts, leaving at least five cards in each packet. 

Stakes. —Each player begins with a certain number of counters, 
or chips. Each dealer, in turn, puts into the pool before his deal 
an agreed number of chips, usually 2 or 4. These chips constitute 
a pool, which is added to by forfeits (Bete) or subtracted from 
by winnings (Stamm). A Bete or a Stamm consists of as 
many chips as are in the pool at the time player becomes liable 
to the forfeit (Bete) or wins a Stamm. A Bete or a Stamm can¬ 
not exceed 16 chips, and if there are more than 16 in the pool, 
the player adds only 16 for a Bete, or takes 16 from the pool for 
a Stamm. 

Dealing. —Deal eight cards to each in three rounds—three, 
then two, then three, in rotation# to the left, beginning with 
eldest hand. 

Object of the Game. —To win a certain number of tricks, 
with or without a partner. 

Forms of Games.—Simple Game. —Bidder names trump suit, 
and calls for the ace of another suit. Player holding this ace 
becomes bidder’s partner. Players do not know who this 
partner is until the called ace is played. If player calls for an 
ace of a suit of which he holds none, he must so declare before 
play begins, and place a card face downward before him, 
which is then considered as belonging to suit of called ace. 


Solo 


181 


and must be played when such suit is led. Bidder and partner 
win the value of the game from opponents if they win five 
tricks; if they fail to win five tricks, they lose the value of the 
game to opponents. 

Solo.— Bidder names trump suit, and plays alone against the 
three others. If he wins five tricks, he wins the value of the 
game from each opponent. If he fails to win five tricks, he loses 
the value of the game to each opponent. 

Winner of Solo in color draws a Stamm from the pool, in 
addition to his winnings from each other player. If he loses he 
pays a Bete into the pool in addition to his losses to each other 
player. 

In playing Solo or Simple Game, the player or side that wins 
the first five tricks may continue to play in order to take all 
eight tricks, but failure to win all eight forfeits the "winnings of 
the five tricks. .Success, in suit, wins double the amount of the 
original stake; in color, four times the original stake. Failure 
forfeits a like amount to opponents. 

Tout. —Bidder names trump suit, and plays alone against the 
three others. If he wins eight tricks, he wins the value of the 
game from each opponent. If he fails to win eight tricks, he 
loses the value of the game to each opponent. 

Bidding.— Players bid for the privilege of naming trump. 

Bids rank: (1) Simple Game in suit (lowest); (2) Simple 
Game in color; (3) Solo in suit; (4) Solo in color; (5) Tout in 
suit; (6) Tout in color (highest). 

Eldest hand has first bid. If he wishes to play a Simple Game, 
he says, “I ask.” Player to left of eldest hand may then make 
the next higher bid, by asking, “Is it in color?” If eldest hand 
is willing to make color trump, he says, “Yes;” if not, he passes, 
when next player in turn takes up the bidding or passes. This 
order of bidding continues until no player will bid higher. 

Example: A is eldest hand and says, “I ask.” B, having a 
fair hand in clubs, asks, “Is it in color?” A passes. C announces 
Solo, which bid outranks B’s, as he cannot play Solo after having 
asked. D has a good club Solo hand and asks of C, “Is it in 
color?” whereupon C passes. D is highest bidder and plays alone 
against A, B and C with clubs (color) as trump. 

If no bid is made, holder of Spadilla must call on an ace and 
play simple. 

Forcee.— If no higher bid than Simple Game (ask) has been 
made, and any player holds both Spadilla and Basta he must 
name the trump and play a Solo against the three others. If he 
wins five tricks he wins the value of the Solo from each opponent. 
If he fails to win five tricks he loses to each. 

Or, he may call for an ace, and holder of this ace names the 
trump (any suit other than that of the called ace), and is bidder’s 
partner. Bidder and partner win the value of a simple game from 
opponents if they win five tricks. If they fail to win five tricks, 
thev lose the value of a simple game to opponents. 


182 


Hoyle’s Standard Games 


If player holding Spadilla and Basta fails to play in accord¬ 
ance with above, he forfeits a bete to the pool. 

The Play. —After trump is named, eldest hand leads any card. 
Each player, in turn to the left, plays a card, and must follow 
suit, if possible. Holding no card of suit led, player may trump 
or discard a card of another suit. Higl est card played of suit led 
wins the trick, unless trumped, when highest trump played wins. 
Winner of first trick leads for second, and so on, until the hands 
are played out, or until bidder wins or loses his game. In playing 
Simple Game or Solo, if side or piaster making the trump win 
the first five tricks, they must abandon their hands; or, if they 
continue playing, they must win all eight tricks or forfeit. 

Reneging. —When a trump or Lower Matadore is led, player 
holding a Higher Matadore and no other trump may reserve the 
Matadore and throw off on the trick without incurring the pen¬ 
alty for a revoke. This applies even though a Higher Matadore 
has been previously played on the trick, so long as a Higher Mat¬ 
adore was not led. A Higher Matadore led, however, always calls 
for trumps, and will, therefore, take an unguarded Lower Mata¬ 
dore. 

(The above rule is an old one, and is now quite generally dis¬ 
regarded.) 

The Revoke.— With the exception of the above instance, if a 
player, holding the suit led, fails to follow suit, he revokes. A 
player who revokes loses the game, and must settle the losses 
for each other player. 

Lead Out of TurNj —If the player of Solo leads or plays out 
of turn, or exposes a card, the error should be corrected, but does 
not score against him. Should one of his opponents commit any 
of the above errors, he loses the game and must settle the losses 
for each other plaj'er. If any of these errors are made in a 
Simple Game, the player in error must pay a Bete into the pool, 
and he and his partner lose the game. 

Values of Games. —The values of the games are as follows: 


Simple Game, in suit (any suit but color trumps). 

Simple Game, in color (color trumps) . 

Solo, in suit .. 

Solo, in color. 

Tout, in suit . 

Tout, in color. 

(Among some players, these values are varied.) 


2 chips. 
4 chips. 
4 chips. 
8 chips. 
16 chips. 
32 chips. 


The game values are increased by the number of Matadores 
held in the bidder’s (and partner’s in Simple Game) hand. 


THREE-HAND SOLO 

Use a regular pack, reduced to 24 cards, by discarding 8 of 
hearts, and all diamonds except the 7. Diamonds are always 
color, there being but three trumps in this suit, Spadilla, Manilla 








183 


Five- and Six-Hand Solo 


and Basta. Solo is the only play. If no one bids, the hands are 

?£due d ofa sCl^’ &nd ^ Payer taking the lasfc trick loses the 


FIVE-HAND SOLO 


Played the same as the four-hand game, 
cards, but scores the same as the winners. 


The dealer takes no 


SIX-HAND SOLO 

Played the same as the four-hand game, with 8 of diamonds 
and 8 of hearts discarded. Five tricks is game. In Simple Game, 
two play against four; in Solo, one against five. 


1 


FROG OR SOLO SIXTY 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

The Pack.— 36 cards, which rank A (high), 10, K, Q, J, 9, 8, 
7, 6 (low). Each ace is worth 11, tens, 10; kings, 4; queens, 3; 
jacks, 2. 

Number of Players.— Three, four or five can play, but only 
three are active in each deal. If four play, the dealer takes no 
cards. If five play, the dealer gives cards to two on his left and 
one on his right. 

The Deal.— Any one can deal the first hand, after which it 
passes to the left. Three cards to each player, then three for 
the widow, and then two rounds of four cards to each player. 

Objects of the Game.— Each player bids to secure the privi¬ 
lege of naming a certain game to be played, which suits his own 
hand. No player can increase his own bid unless he is overbid 
by another. 

The Games, or Bids. —There are three principal games, or 
bids, and the highest bidder becomes the player against the two 
others. 

1. Frog.—When the bid is Frog, hearts must be trumps. The 
bidder turns the widow face up to show what it contained, and 
then takes the cards into his hand, discarding to reduce to eleven 
again. Points laid out will count for him at the end of the 
play. “Solo-best” means hearts trumps. 

The player to the left of the dealer always leads for the first 
trick any card he pleases. Others must follow suit if they can, 
and highest card played, if of suit led, wins the trick. Trumps 
win all other suits. A player is not obliged to head the trick 
unless he cannot follow suit, in which case he must trump, if 
he can. Should the third player not be able to follow suit either, 
he must play a trump, but he is not obliged to overtrump. 

The eleven tricks played, each side turns over the cards taken 
in and counts the points won. If the single player gets more than 
60 he must be paid a counter by each of his adversaries who 
held cards, for every point he has over 60. If the bidder fails to 
reach 60, he must pay a counter to each of the others at the table, 
including those who held no cards, if any, for every point his 
adversaries get more than 60. 

2. Chico.—This outbids Frog. The bidder may name any suit 
but hearts for trumps, but he must play without seeing the widow, 
the points in which will count for him at the end, just as in Frog.’ 
Each point under or over 60 is worth two counters in Chico. 

3. Grand.—This is the highest bid and hearts must be trumps, 
the bidder not touching the widow, although its points count to- 

184 


Six-Bid Solo 


185 


ward his 60 at the end. Grand is worth four counters for every 
pomt under or over 60. 

The player mu^t stick to the game he bids, as he cannot ad¬ 
vance to a better game if he is not overbid. 


, SIX BID SOLO 

This is a variety of Solo Sixty, eliminating the Frog bid, as 
played in Salt Lake City and elsewhere. 

The Pack.— 36 cards, ranking from the A, 10, K, Q, down to the 
6. In play, the aces are worth 11 points each, tens 10, kings 4, 
queens 3, jacks 2. This gives us 120 for the pack. 

Number of Players.' —Three are active. If there are four at the 
table, the dealer takes no cards, but is paid if the bidder fails. If 
the bidder succeeds, the dealer (4th player) does not pay him. 

Counters. —Each player should have the equivalent of at least 
200 counters, the value being agreed upon. 

The Deal. —Anyone can deal the first hand, after which it 
passes in turn to the left. The pack being properly shuffled and 
cut, 4 cards are dealt to each of the three active players, then 3 
to each and 3 for the widow, then 4 to each player. This gives 
11 cards as the playing hand on which bids are made. 

Objects of the Gamej —Each player in turn, beginning to the 
left of the dealer, bids to secure the privilege of playing a certain 
game, which he considers best suited to his hand. There are six 
of these games, which outrank one another in the order following. 
No player can change his bid, except to make a higher call when 
he is overcalled by another player. To win his game, the bidder 
must take in at least 60 of the 120 points on the cards. The points 
in the wfidow count for him. 

The Games, or Bids. —These are as follows: 

1. Solo.—If this is not overcalled, the player names spades, 
clubs, or diamonds, for the trump, and the player to the left of 
the dealer leads any card he pleases. The widow is not touched 
until the last trick is played. For every point the bidder takes in 
beyond 60, he receives 2 chips from each of the two active players. 
If he fails to reach 60, even with the aid of the points in the 
widow r , he pays 2 chips to each, including the 4th player, if any. 

2. Heart Solo.—This overcalls Solo. Hearts must be trumps, 
and the bidder wins or loses 3 chips for each point above or be¬ 
low 60. 

3. Misere.—There are no trumps, and the bidder undertakes to 
avoid taking in a single counting card. The moment he takes a 
trick with a counting card in it, the hand is abandoned, and his 
game is lost. The cards in the widow are not counted. This bid 
wins or loses a flat rate of 30 chips to each of the other players, 
with the usual rule for the 4th player. 

4. Guarantee Solo.—If the player names hearts for trumps, he 
must make at least 74 points, in play and widow. If he names 


186 


Hoyle’s Standard Games 


any other suit for the trump, he must make 80 points. This game 
wins or loses 40 chips fiat to each player. 

5. Spread Misere.—There are no trumps, and,the player to the 
left of the bidder leads, no matter who dealt. The other plays 
to the lead, and the bidder’s cards are then laid on the table face 
up, but his opponents cannot dictate the order in which he shall 
play them. The widow is disregarded. If the player does not 
take in a single counting card he wins 60 chips. If he loses, he 
pays 60 to each. 

6. Call Solo.—The bidder asks for a named card. Any player 
holding that card must give it to the bidder, and take one in 
exchange. If the card asked for is in the widow, there is no 
exchange of cards. After the exchange, if any, the bidder names 
the trump, and undertakes to win the whole 120 points, counting 
those in the widow. The moment the opponents take in a count¬ 
ing card, the bidder’s game is lost. If he has named hearts, he 
wins or loses a flat rate of 150 chips to each player; if he has 
named any other suit, 100 chips. 

Ties. —In the first two bids, Solo and Heart Solo, if each side 
takes in 60 points, it is a tie, and the bidder neither wins nor 
loses. 

The Widow.— After the hand is played out, the widow is turned 
face up, and any points in it are counted to the bidder, except 
in misere, when the widow is not touched. 

The Play. —Except in a spread misere, the player to the left of 
the dealer always leads for the first trick, any card he pleases. 
The next player must follow suit if he can and is obliged to trump 
if he cannot follow suit. 

Revokes.— If the bidder revokes, he cannot win anything even 
if he makes the number of points required by his bid, but he does 
not lose anything. If he fails to make the required number of 
points, he must pay. If one of his adversaries revokes, neither of 
them can win anything, but they must pay losses, if any. In a 
misere, a revoke loses the game at once. 

PROGRESSIVE SOLO 

The Bids.— In this variation the Frog is added, and there are 
five standard bids, which outrank one another in order. These 
are: Frog, Spade Solo, Club Solo, Diamond Solo, Heart Solo. 
The player to the left of the dealer bids or passes, and each in 
turn to the left must overcall or pass. If a player’s first bid is 
overcalled, he may bid again, if he can go higher. In the lowest 
bid, Frog, the three widow cards are not exposed and are taken 
into the hand of the bidder, who then discards any three cards 
face down. The cards that bidder discards face down always 
count for him at the end of the hand. 

Payments. —The bidder wins or loses according to the rank of 
his call, for every point over or under 60. For a Frog, 1 chip; 
for Spade Solo, 2 chips; for Club Solo, 3 chips; for Diamond 


Progressive Solo 187 

Solo, 4 chips; and for Heart Solo, 5 chips. If both sides make 60, 
it is a tie. 

The Double. —Any player in his turn may double a bid instead 
of overcalling it. If the doubled bid stands, the bidder wins or 
loses twice the usual amount. If the bidder redoubles, he wins or 
loses four times the usual amount. If the double or redouble is 
taken out with a higher bid, it is void. 

The Pots. —It is usually agreed to make up two pots, each 
player contributing an agreed number of chips to the Frog pot, 
and twice as many to the Solo pot. These are kept separate. If 
the bidder succeeds, he takes the pot he plays for; but if he loses, 
he must double the number of chips in that pot. This is in 
addition to the usual payments for each point over or under 60, 
of course. 


RAMS—BIERSPIEL—ROUNCE 

These are all American variations of the old German game 
Ramsch and are played by three to six plaj'ers. In the first two 
games 32 cards are used (seven-spot low), in Rounce 52 cards 
(deuce low). In Rams, as generally played in the United States, 
the king is high, with the ace ranking after the king. In Bier- 
spiel the seven of diamonds ranks as the second best trump. The 
rules given below apply to all three games, except where special 
rules are noted for Rounce and Bierspiel. The first deal is de¬ 
termined by any player dealing cards face up in rotation to the 
left, first player receiving a jack being the first dealer. 

Any player may shuffle cards, dealer last, and player to dealer’s 
right cuts, leaving at least five cards in each packet. Five cards, 
by twos and threes, are dealt to each player, and an extra hand 
(or “widow”) is dealt face down just before dealer helps himself 
in each round. The next card is turned for trump. (In Rounce 
six cards are dealt to w T idow. In six-hand Rounce dealer takes 
no cards. In Bierspiel, if seven of diamonds is turned for trump, 
next card is turned up, and this indicates trump suit. Dealer 
may take both cards into his hand, discarding two others. If 
dealer passes, eldest hand has privilege of taking up trump.) 

The Play.— Eldest hand may play either with original hand or 
widow, or may pass. If he passes or takes widow', he discards 
original hand and lays it, face down, on table. (In Rounce player 
taking widow must discard one card.) Each player after eldest 
hand may in turn pass or declare to play, but hands of those who 
pass must not be discarded until every player has had his say. 
The widow may be taken up by any player unless another has 
already taken it. Hands must not be examined after they are 
discarded. If all others have passed pone must play with dealer. 
If all but one pass, dealer must play with him. If two or more 
declare to play, dealer may play or pass. Dealer may discard 
one card and take up turned trump card. Each player who plays 
must take at least one trick or forfeit five counters to the next 
pool. 

A “general rams” may be declared by any player, who then has 
the lead and must win all five tricks. Each of the other players 
must play in “general rams” even though he has previously 
passed. (There is no “general rams” in Rounce.) 

Except a “general rams” is declared, eldest hand of those who 
have not passed leads a card of any suit. Each player in turn 
must follow suit, and must head the trick if he can. If he cannot 
head the trick, he may play any card he has of suit led. If un¬ 
able to follow suit, player must trump (or overtrump, if trumps 
have already been played). Even though he cannot overtrump 
he must still play a trump ’ if he can neither follow* suit nor trump. 


Ham s—Bierspiel—Rounce 


189 


he discards a card of another suit. Highest card played of suit 
led wins trick, unless trumped, when highest trump played wins. 
Winner of a trick leads to the next. 

Rounce .—Player is not obliged to take trick, but must follow 
suit, if possible. Winner of first trick must play trump for second 
lead; thereafter any suit may be led. 

Bierspiel .—-Players may not look at their cards until dealer 
has turned trump and said “Auf,” which is the signal for players 
to take up their cards. If four players declare to play, the first 
three leads must be trump; if three play, first two leads trump; 
if two, the first lead trump. If leader has no trump, he must 
play, face down, the lowest card in his hand, and the other players 
having trumps must play trump on it. 

Scoring. —Players begin with an equal number of counters. 
Each dealer in turn puts up five counters for pool. If any player, 
who does not pass, fails to take at least one trick, he is “ramsed,” 
or “rounced,” and must add five counters to next pool. At end 
of each hand player takes one-fifth of amount of pool for each 
trick he has taken. 

Pool containing only dealer’s five counters is called “Simple,” 
and all players must play. If it contains more than dealer's 
counters by reason of a player’s having been ramsed, or having 
failed to succeed at “general rams,” the pool is called “Double,” 
and players may play or pass as they choose. If a player de¬ 
claring “general rams” takes all five tricks, he takes pool, and 
each other player pays him five counters. If he fails, he must 
pay each other player five counters and must double the pool. 

Bierspiel .—Scored by points, each trick taken counting 1 point. 
Each player starts with an equal number of points, from which 
his scores are deducted. 

Game. —In Rams and Rounce first player losing all his counters 
loses game, or player first winning an agreed number of counters 
wins game. In Bierspiel player canceling all his points wins game. 


AMERICAN PINOCHLE 

TWO-HAND 

Pinochle is played in America with 48 cards (two each of A, 
K, Q, J, 10 and 9 of each suit), or 64 cards (adding the 8’s and 
7’s). The cards rank: A (high), 10, K, Q, J, 9, 8, 7. If two cards 
of same suit and denomination are played on one trick the card 
that is ied wins. 

In cutting for deal, high deals. Either player may shuffle the 
cards, dealer last, and pone cuts, leaving at least five cards in 
each pack. With the 48-card pack twelve cards are dealt to 
each player, four at a time, and the next card turned for trump. 
With the 64-card pack sixteen cards are dealt to each player. 
If the card turned for trump should be the lowest of the suit 
(the 9-spot or 7-spot, respectively) the dealer scores 10 points 
for it at once. The lowest trump is called Dix (pronounced 
“deece”). The rest of the pack is placed face down on the table 
and the trump card is laid beside it, face up. In case of a mis¬ 
deal, a new deal is required by the same player. 

Objects of the Game. —To score certain combinations of high 
cards (called melds), and to win in play tricks containing cards 
of counting value. The combinations of counting value, or melds, 
are as follows: 

Class A 


Marriage (K and Q of any plain suit). tf _ 20 points 

Royal Marriage (K and Q of trump suit).. 40 points 

Royal Sequence (A, K, Q, J and 10 of trumps). 150 points 

Class B 

Pinochle (Q of spades and J of diamonds). 40 points 

Class C 

Four Jacks (one each of the four suits). 40 points 

Four Queens ( “ “ “ “ “ “ ). 60 points 

Four Kings ( “ “ “ “ “ “ ). 80 points 

Four Aces ( “ “ “ “ “ “ ). .100 points 


Cards taken in on tricks formerly had counting value as 
follows: Each ace, 11 points; each ten, 10- points; each king, 4 
points; each queen, 3 points; each jack, 2 points. To simplify 
the counting, among some players aces and tens now count 10 
points; kings and queens, 5 points; jacks nothing. With others 
aces, tens and kings count 10 points each, others nothing. The 
last trick counts 10 points for player taking it. 

190 









Two-Hand Pinochle 


191 


The Dix (lowest trump) counts 10 points to dealer turning it 
up or to holder under conditions elsewhere stated. 

Melds are of no value unless the player making them wins at 
least one trick in play. Incorrect melds, such as four kings one 
of which is a jack, stand unless corrected by the opponent. 

The Play. —Eldest hand leads any card and dealer plays on 
it any card he chooses, it not being necessary to follow suit until 
the stock is exhausted. The high card of suit led wins unless 
trumped. Winner of trick may meld (or announce) any one 
combination which he holds, but he must do this before drawing 
his card from the stock by laying the cards composing the combi¬ 
nation face up on the table. The meld is then scored immedi¬ 
ately. A player who holds the lowest trump (9 or 7 as it may 
be) may, upon taking a trick, exchange it for the trump card 
originally turned up and score 10 points for the Dix, but if he 
makes any other meld on the same trick the 10 points are lost. 

Cards used in one combination cannot be used in any other 
combination of less or equal value if both melds are in the same 
class. The lower must always be shown first and the higher 
added to it. At least one fresh card from the hand must be 
added to the cards already on the table for each additional meld. 

After melding (if he has a meld) winner of trick draws top card 
from stock, his opponent taking the next, and leads for the next 
trick. In this way the play continues until the stock is exhausted. 
After all the cards have been drawn from the stock the second 
player on each trick must not only follow suit, but must take the 
trick if he can; if he has no card of suit led he must trump if he 
has a trump. 

Only one combination can be melded for each trick taken. 
Cards used for melds may be afterwards led or played on tricks. 

Irregular Plays. —If a player fails to take a trick when possi¬ 
ble after the stock is exhausted, the opponent may demand that 
the cards be replayed from the trick in which the error was made. 

If, after the first draw, a player has too many or too few cards, 
his opponent may allow him to play without drawing until his 
hand is reduced to the right number of cards or to fill his hand 
from the stock. 

A card led out of turn may be taken back without penalty if 
the eiTor is discovered before opponent has played; otherwise it 
must stand. 

Irregularities in Drawing. —A player who draws two cards at 
once may put the second card back without penalty if he has 
not seen it; otherwise he must show it to opponent. 

If loser of a trick looks at two cards in drawing his opponent 
may look at two cards after the next trick and may . take which¬ 
ever one he chooses, without showing it. 

If a player, at his proper turn, neglects to draw, his opponent 
may allow him to draw two cards after the next trick or may, at 
his option, declare the deal void. 

Should only two cards besides the trump card remain in the 


192 


Hoyle’s Standard Games 


talon, after the next to the last trick, the winner of the last pre¬ 
ceding trick must take the top card, his opponent taking the 
trump, and the last card in the stock must remain unexposed. 

Calling Out.— The first player who correctly declares that he 
has reached 1,000 points wins the game, no matter what the op¬ 
ponent’s score may be. It therefore behooves each player to 
keep track of his points toward the end of the game. A playei 
may call out at any time before the last trick is taken, whether 
he is in the lead or not, but not after he has picked up his cards 
to count his points. If he calls when he is not out, he loses the 
game. If both are 1,000 and neither has called out, the game is 
continued to 1,250 points. 

If a meld is enough to put a player out, it is not necessary for 
him to win another trick to make the meld good. If the 10 
points for the last trick complete a player’s score he must call 
out before he takes the trick. 

Scoring.— When the hands have been played out the points 
taken in tricks by each player are counted and added to the meld 
scores. The game is 1,000 points, unless extended to 1,250, as 
previously stated. Various devices are used for scoring Pinochle. 
It may also be scored on paper, as sometimes done in Cribbage 
and as explained in the article describing that game. Another 
method is by means of Poker chips. Nine blue chips, repre¬ 
senting 100 points each, four red chips, 20 points each, and two 
white chips, 10 points each, are placed in a row on the table, and 
chips representing the proper number are moved forward as the 
points are made. 

THREE- AND FOUR-HAND 

Three-hand Pinochle is played with 48 cards; four-hand, either 
48 or 64. Deal is determined by cutting as in two-hand game; in 
four-hand, higher two are partners against lower two. In three- 
hand game (and in four-hand when 64 cards are used), 16 cards 
are dealt to each player, four at a time; in four-hand, with 48- 
card pack, 12 cards to each. Last card is turned for trump. Eldest 
hand, if he holds it, may exchange lowest trump (9 or 7) for 
turned trump, and score 10 for Dix. If not, next player has the 
privilege, and so on around the table until trump is exchanged. 
Holder of other 9 or 7 may then show it and also score 10 for Dix. 
Dix is a meld in three-hand even if dealer turns it up, and is 
scored with the other melds after winning a trick. 

Each player, beginning with eldest hand, exposes whatever 
melding combinations he holds, and their values are noted. In 
four-hand Pinochle combinations cannot be formed by combining 
cards from two partners’ hands, although this is sometimes done. 
At least one fresh card must be taken from the hand for each 
additional meld. Thus four K’s and Q’s score 220 only, because 
the last card laid down cannot be used for two melds at one time 


Auction Pinochle 103 

The trump sequence scores 190 if the marriage is laid down first 
and the A, J, 10 added. 

After the melds are noted they are taken back into the hand 
and eldest hand leads any card. The other players, in turn to 
left, must follow suit and must head the trick if they can. A 
player holding no card of suit led must trump, and if the suit has 
already been trumped he must, if he has it, play a higher trump 
even if this wins his partner’s trick. Also, if a trick has already 
been trumped and he has no card of the suit led, he must play 
a trump if he has one even though it should not be higher than 
thovse already played. Player having neither suit nor trump can 
discard anything he pleases. Winner of first trick leads for 
next, etc. 

After taking a trick, a player may score all his melds. If he 
takes no tricks he can score no melds. In partnership games 
both partners may score their melds if either takes a trick. 

The game is 1,000 points. The rules as to calling out, etc., are 
the same as in the two-hand game. In partnership games a 
player calling out binds his partner. 


AUCTION PINOCHLE 

This is the same as three and four-hand Pinochle except that 
the trump is named by the highest bidder. Eldest hand starts 
the bidding. One bid only is allowed each player, and each 
player must bid liigher than the previous bid or pass. If bidder 
(or partners) makes as many points as bid, he scores all he makes. 
If not, he is set back. Opponents score all they make. The game 
is 1,000 points, and bidder always has first count. If he scores 
out he wins the game. 

AUCTION PINOCHLE WITH WIDOW 

This is today the most popular form of Pinochle and has 
superseded all other forms of the game. It is played with 48 
cards (two each of the A, K, Q, J, 10 and 9 of each suit), by three 
active players. If four play, the dealer takes no cards. Cards 
rank the same as in other forms of the game, both in cutting and 
play, the 10 being next to the ace. Fifteen cards are dealt to 
each active player, three at a time, and three are laid aside, face 
down, after the first round, for the widow. 

Eldest hand has the privilege of refusing three consecutive bids 
by the player at his left. Refusal of a bid indicates that he under¬ 
takes to make as many points as offered. The survivor of this 
bidding then has the privilege of refusing three bids made by the 
third player. Each bid must be better than the previous one by 
at least 10 points. When the bidding is finished the cards in the 
widow are turned up and the successful bidder takes them into 
his hand and names the trump. He then lays out three cards in 


194 


Hoyle’s Standard Games 


place of the widow, the points in these cards counting for him 
at the end of the play. Each player then makes his individual 
melds. It is important that the bidder discard before melding, 
as no part of the bidder’s meld can be laid away. 

If a player takes up the widow before the bidding is finished, he 
cannot bid on that deal and must allow the highest bidder to 
draw three cards from his hand, face down, to take the place of 
the widow. Should a player expose the widow without taking 
it into his hand, he must shuffle it with his other cards, under the 
same penalty. 

If the successful bidder neglects to lay out for the widow before 
melding, he must be called upon to sljow his melds again after 
discarding. If he leads for the first trick without having discarded, 
his opponent must call upon him to discard before playing to the 
lead, or they condone the error. If the widow is found to con¬ 
tain more or less than three cards, opponents having their right 
number, the bidder’s hand is foul and he is set back, provided 
there was no claim of irregularity in the pack when the deal was 
made. 

Melds and scoring points are the same as stated under the 
head of Two-hand Pinochle. 

The play begins after all three have made their melds, by suc¬ 
cessful bidder leading any card he pleases for the first trick. The 
rules laid down under the head of Three- and Four-hand Pinochle 
apply as to following suit and trumping. 

If either of bidder’s opponents leads or plays out of turn, the 
bidder cannot be set back, and he may either let the card led 
or played in error stand or may call upon the proper player to 
lead, the card played in error being left on the table subject to 
call. There is no penalty if the bidder leads out of turn. 

A player failing to follow suit or to head a trick when possible 
is guilty of a revoke and forfeits his entire score for cards on that 
deal. If he is the bidder and his melds alone do not cover the 
amount bid, he is set back. If either of his adversaries revokes 
he cannot be set back, and he may play out the hand to score 
all he can in cards, but neither adversary can score anything but 
melds. 

Any player found to have too many cards after playing to the 
first trick forfeits his entire score. If he has too few the card 
must be found, and he is then held responsible for any revokes 
just as if the card had been in his hand. If one opponent is 
short and the other has too many, neither can score anything, and 
the bidder cannot be set back, but may play out the hand. The 
superfluous card at the end belongs to the bidder, whether or not 
he wins the last trick. If the bidder has too many cards he is 
set back. If he has too few, the opponents having their proper 
number, the missing card must be in the widow, and the op¬ 
ponents draw one from the widow, face down, to complete his 
hand, so that they may finish the play, but the bidder’s hand is 
foul and he is set back. 


Auction Pinochle 


195 


Any player turning up and looking at any but the last trick 
-aken in is not allowed to 6core anything for cards. This rule 
tpplies to all forms of Pinochle. 

If bidder makes as many points as hid, he scores all he makes, 
[f not, he is set back amount bid. Opponents score all they make. 
Hie game may be either 12 hands or 1,000 points, as agreed. The 
bidder has always the first count and goes out if he has enough 
joints, no matter what his opponents’ score may be. It is there- 
:ore unnecessary for him to call out. If both opponents reach 
1,000 the first who correctly calls out wins, but if incorrect he 
loses the game. If both are out, but have not called out, they 
must play on to 1,250 while the bidder on that hand is still play¬ 
ing to reach 1,000. 


BEZIQUE 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 

The Pack. —64 cards, two each (A, K, Q, J, 10, 9, 8 and 7 of 
each suit). 

Number of Players.—T wo. 

Rank of Cards. —A (high), 10, K, Q, J, 9, 8, 7 Xlow). If two 
cards of the same suit and denomination fall on the same trick, 
the first played wins. 

Cutting. —Cut for deal— high deals, cards ranking as above. 
Ties recut. 

Shuffling. —Either player may shuffle the cards last, and 
dealer's opponent (pone) cuts, leaving at least five cards in each 
packet. 

Dealing. —Eight cards to each, beginning with pone, three to 
each, then two, then three. The 17th card is turned for trump. 
The balance of the pack (called the talon) is placed face down¬ 
ward on the table, and the trump card is placed beside it, face 
upward. If this trump card is seven, dealer scores 10 points for 
it at once. 

Misdealing. —Misdeal does not lose the deal. New deal by 
same dealer is required as follows: 

If dealer exposes a card belonging to pone or to talon, pone 
may require a new deal. 

If, before first trick is turned down, either player is discovered 
to have too many cards. 

If a card, faced in pack, is discovered before first trick is turned 
down. 

If pack is found to be incorrect. 

If either player exposes one of his own cards, deal must stand. 

A card faced in the talon (undealt portion of pack) after first 
trick is turned, must be turned face down in its proper position 
in the pack. 

If, before first trick is turned, a hand is found to be short of 
correct number of cards, pone may require a new deal, or require 
dealer to supply deficiency from top of pack. 

Objects of the Gamf.j —To form, during play, certain combina¬ 
tions of cards of counting value, as shown in the following table; 
also to take in aces and tens (called “Brisques”) on tricks: 


Class A. 


Marriage (K and Q of any suit). 20 points 

Royal Marriage (K and Q of trumps).... 40 “ 

Sequence (A, K, Q, J, 10 of trumps). 250 u 

196 





B£zrQUE 
Class B. 


197 


Bezique (Q Spades and J Diamonds). 40 points 

Double Bezique (2 Q’s Sj>ades and 2 J’s Diamonds). 500 “ 

Class C. 


Four Aces (any suit). 100 points 

Four Kings * “ 80 H 

Four Queens “ “ 60 “ 

Four Jacks “ “ 40 * 


Each brisque counts 10 points for player winning it in tricks, 
and is scored as soon as taken in. Winner of last trick (24th) 
adds 10 points to his score. 

The Play. —Pone leads any card, and dealer plays any card 
on it. Neither player is obliged to follow suit or trump, but 
may play any card he chooses. Higher card played of suit led 
wins the trick unless trumped, when trump wins. Winner of 
each trick takes the top card from the talon before leading for 
next trick, his opponent taking the next card. This continues 
until the talon is exhausted. 

Either player, after winning a trick, and before drawing from 
the talon, may declare any one combination he holds, by laying 
the component cards of such combination face upward on the 
table. He scores for such combination at once. Only one combi¬ 
nation may be declared after each trick, but a player holding 
more than one combination may announce them all, soore for 
one of them, holding the others in abeyance, to be scored, one 
at a time, after each trick that he wins subsequently. If, before 
he has scored all of his declarations, he should draw cards which 
form another combination which he would prefer to declare, he 
may announce it and score it upon taking a trick, still holding 
in abeyance the combinations already on the table. 

A card used in one combination cannot be used in another 
combination of less or equal value in the same class. For in¬ 
stance: King and queen of trumps declared as Royal Marriage 
may be used again in sequence, but if used in the sequenoe first, 
they cannot thereafter be scored as a marriage, the latter being a 
combination of less value and of the same class as the sequence. 
Again, if king and queen of any suit have been declared, another 
Ifirig or queen cannot be added to either of the cards to reform 
the marriage; but three other queens or kings may be added to 
the queen or king to make four queens or four kings. 

Player holding the seven of trumps may, upon taking a trick, 
exchange it for the turned trump and score 10 points. Should he 
hold both sevens, he may score 10 points for each. Player hold¬ 
ing the second seven may show it upon taking a trick, and score 
10 points for it. Neither player can announce a combination and 
score the seven at the same time. . , . . , . 

Player exposing and scoring a combmation which is iouna to 







198 


Hoyle’s Standard Games 


be erroneous must deduct the amount from his score, and his 
opponent may designate and compel him to lead any card of 
that combination. If he has in his hand the card or cards to 
correct the error, however, he may do so without penalty, pro¬ 
vided he has not in the meantime drawn a card from the talon. 

When only one card besides the trump card remains in the 
talon, winner of the last trick takes it, his opponent taking the 
trump. All declarations then cease, and each player takes into 
his hand whatever cards he has exposed on the table. Winner 
of the last trick then leads any card, and thereafter each player 
must not only follow suit, but must win the trick if he can. Hold¬ 
ing no card of suit led he must trump, if possible. 

Irregularities in Play. —A lead out of turn may be taken 
back without penalty, if discovered before opponent has played 
to it; otherwise it must stand. 

If either player has too many or too few cards after the first 
draw, opponent may allow player in error to play without draw¬ 
ing until his hand is reduced to eight cards, if he has too many; 
or to fill his hand from the talon, if he has too few. 

If, after the talon is exhausted, a player fails to win a trick 
when possible, his opponent may demand that the cards be taken 
and replayed from the trick in which the error was made. 

Irregularities in Drawing.— If a player neglects to draw at 
his proper turn, his opponent may declare the deal void, or may 
allow player to draw two cards after the next trick. 

Player drawing two cards at once may put the second card 
back without penalty, if he has not seen it; otherwise he must 
show it to his opponent. 

Player drawing out of turn must put back card drawn, and if 
such card belongs to opponent, player in error must show his 
own card to opponent. If both players draw erroneously the 
draws must stand. 

If the loser of a trick in drawing looks at two cards, his op¬ 
ponent may look at two cards after the next trick, and may take 
into his hand whichever he chooses. If he takes the second card, 
he need not show it. 

Should there, through error, remain only two cards in the talon 
besides the trump card after the next to the last trick, the winner 
of the last trick must take the top card, his opponent taking the 
trump, leaving the last card of the talon unexposed. 

Scoring. —All scores are counted as soon as made, for combina¬ 
tions, brisques, sevens of trumps, and last trick. 

There are many devices made for scoring Bezique, but it may 
be scored on a sheet of paper after the method used in Cribbage. 

A convenient method of scoring is with Poker chips—nine blue 
chips representing 100 points each; four red chips, 20 points each; 
and two whites, 10 points each. These are arranged in a row 
on the table, and chips representing the proper number of points 
are moved forward on the table as the points are made. 

Example.—Supposing A and B are playing. A wins first trick, 


JB£zique 199 

and, announcing Royal Marriage, he pushes two red chips for¬ 
ward. On next trick he announces four queens, taking back the 
two red chips and pushing forward one blue chip. In this way 
any number of points may be indicated with the chips as ap¬ 
portioned above. 

Game.— Usually 1,000 points. 


BEZIQUE WITHOUT A TRUMP 

Played the same as the regular game, except that no trump 
is turned; the first marriage declared and scored determines trump 
suit. Seven of trumps does not count; all other combinations 
count as in the regular game. 

THREE-HAND BEZIQUE 

The three-hand game requires three packs of cards. A Triple 
Bezique (three queens of spades and three jacks of diamonds) 
counts 1,500 points. All other combinations the same as in the 
regular game. 

Game. —2,000 points. 

FOUR-HAND BEZIQUE 

Four-hand game requires four packs of cards. Play may be 
as partners or as individuals. Combinations are the same as in 
the regular game, and Triple Bezique counts 1,500 points. 

Player, upon taking a trick, may declare all of the combinations 
which he holds, or may pass the privilege to his partner. Only 
one combination may be scored after each trick. Partners may 
combine the cards held by each other to form combinations, 
provided one part of suoh combinations is already on the table. 

Game.-— 2,000 points. 

RUBICON BEZIQUE 

Rubicon Bezique differs from the regular two-hand game in 
the following particulars: 

Four packs of 32 cards each are used; there are two players, 
and nine cards are dealt to each player, no trump being turned. 
The first marriage declared and scored determines the trump suit. 

In addition to the regular combinations, the following are 
allowed: Sequence in plain suit (not trump) counts 150 points; 
Triple Bezique counts 1,500 points; Quadruple Bezique counts 
4,500 points. The last trick counts 50 points for the player win¬ 
ning it. 

Player receiving neither a jack, queen nor king on the original 
deal may expose his hand and score 50 points for Carte Blanche. 
If on the first draw he gets neither jack, queen nor king, he may 


200 


Hoyle's Standard Games 


show the card drawn and score another 50 points for Carte; 
Blanche, and so on until he draws a jack, queen or king. Carte 
Blanche can be counted only from the hand as originally dealt. 

Combinations which have been scored may be broken into, 
a new card or cards substituted, and the combination scored 
again. For instance: Four aces have been declared and scored 
and one of the aces has been played. A new ace of any suit may 
be substituted, and four aces scored again. This same principle 
applies to all other combinations. A player cannot use a card as 
part of a combination vhen such card has been used in a combi¬ 
nation of equal or greater value of the same class. Thus, a king 
used in a sequence could not thereafter be combined with a queen 
to form a marriage. 

Scoring. —Each deal is a game in itself. After the deal is 
played out, the points for combinations, Carte Blanche and last 
trick are counted up and the lower score is deducted from the 
higher. In counting, all fractions of 100 are disregarded, the score 
being counted by 100’s only. Brisques are not counted until 
after all other scores are counted, and then only where the score 
is close enough for the brisque count to change the result; or 
where, by counting the brisques, a player may save himself from 
a rubicon (see below). In case the difference between the two 
scores is less than 100 on the final count, the higher adds 100 
points to his score for bonus. To this is added 600 points for 
game, the sum being the value of the game. 

A player scoring less than 1,000 points is rubiconed, and all 
points he has made are added to the higher score. Winner of a 
rubicon also adds 1,000 points to his score (a double game) for 
the rubicon, and 300 points for all the brisques, no matter by 
whom won. If rubiconed player has scored less than 100, his 
adversary adds 100 points for bonus, in addition to above. 

If a player can bring his score up to 1,000 by adding the 
brisques he has won, he has not rubiconed. In this case, the 
other is also allowed to count his brisques. 



RUM 

I 

This game is best adapted to four, five or six players, but may 
be played also by two or three. The full pack of 52 cards is used, 
ranking in sequence from king to ace. Deal and choice of seats 
are determined by drawing from the spread deck, low winning 
and ace being low. With four or more playing, six cards are 
given to each; with three players, seven; with two players, ten. 
The cards are dealt one at a time, and the next card, face up, is 
placed beside the stock in the center of the table. 

The object of the game is to get rid of the cards by laying 
them out in sequence and suit of three or more or in triplets and 
fours. 

The play begins by eldest hand drawing a card from the top of 
the stock without showing it or taking the card lying face up 
beside the stock. In either case he must discard one card in place 
of the card drawn before taking it into his hand. He is not al¬ 
lowed to discard the card he draws, although he may look at it 
before discarding. If he should hold in his hand any three or 
four of a kind, as three 7’s, or any suit in sequence of three or 
more, as 9, 10, J of hearts, he may lay them face up on the table. 
If he holds no such combinations he will draw to get them. 

After the eldest hand each player in turn to the left proceeds in 
like manner, but, as the game is generally played, only one 
combination can be laid down at one time. 

As the game proceeds there are usually several cards face up 
on the table, and the player has his choice of them or may draw 
from the stock. Some players prefer, however, to have only one 
faced card, discarded cards being placed one above the other. 
This makes the game more scientific. 

Another way to get rid of cards is to add them to combinations 
already on the table. Thus if three kings have been laid down a 
player may add the fourth if he has it, or he may add the 7 or 
jack of hearts to the 8, 9 and 10 of hearts already laid down. 
Sequences may thus be extended indefinitely, but the ace must 
always end a sequence. As the game is generally played only one 
?ard at a time can be laid down in this way, but this rule as well 
is the one on combinations may be set aside by agreement. 

No player may get rid of any card except in his proper turn. 
It is usually advisable for a player who cannot use an exposed 
3 ard to draw from the stock. In case of doubt it is well to draw 
;or the smaller combinations. 

If all the cards are drawn from the stock before any player 
lets rid of all his cards the game may be ended by all players 
showing their hands, the lowest pip value winning, or the game 
nay be continued by gathering up the discards and, after shuffling 

201 


202 


Hoyle’s Standard Games 


and cutting, turning up the top card and leaving the rest facs 
down, then proceeding as if it were the original stock. 

The player who first gets rid of all the cards dealt him o] 
drawn wins the game, the others settling with him according tc 
the number of pips on the cards remaining in their hands, th< 
ace counting one and so on up, jack 11, queen 12 and king 13. 

The game is sometimes varied so that a player holding combi¬ 
nations which include every card in his hand may lay them all 
down at once, in which case he scores double the pip value oi 
his opponents’ hands. Another variation is to allow players tc 
discard after the play instead of immediately after the draw. 


QUINZE 

This is a French game. It is usually played by only twc 
persons, and is much admired for its simplicity and fairness; as 
it depends entirely upon chance, is soon decided, and does not 
require that attention which most other card games do: it is, 
therefore, particularly calculated for those who love to sport upon 
an equal chance. 

It is called Quinze from fifteen being the game, which must 
be made as follows: 

1. The cards must be shuffled by the two players, and when 
they have cut for deal, which falls to him who cuts the lowest 
the dealer has the liberty to shuffle them again. 

2. When this is done, the adversary cuts them; after which 
the dealer gives one card to his opponent and one to himself. 

3. Should the dealer’s adversary not approve of his card, he is 
entitled to have as many cards given to him, one after the other 
as will make fifteen, or come nearest to that number, which are 
usually given from the top of the pack. For example, if he 
should have a deuce, and draws a five, which amount to seven 
he must continue going on, in expectation of coming nearer tc 
fifteen. If he draws an eight, which will make just fifteen, he 
as being eldest hand, is sure of winning the game. But if he 
overdraw himself, and make more than fifteen, he loses, unless 
the dealer should happen to do the same; which circumstance 
constitutes a drawn game, and the stakes are consequently dou¬ 
bled. In this manner they persevere, until one of them has wor 
the game, by standing and being nearest to fifteen. 

4. At the end of each game, the cards are packed and shuffled 
and the players again cut for deal. 

The advantage is invariably on the side of the elder hand. 



SOLITAIRE CARD GAMES 

Copyright by U. S. Playing Card Co., Cincinnati, U. S. A. 


NAPOLEON AT ST. HELENA 

(“Big Forty” or “Forty Thieves”) 

Shuffle two entire packs of cards together and deal off onto 
the table, face up, four rows of ten cards, each from left to right— 
forty cards in all—called the tableau. 

The object is to release the cards from the tableau and talon 
(see below), according to the following rules, so that they can 
build up in eight suits, beginning with ace, then deuce, etc., up 
to king. 

In building, only the top card of the talon or a bottom card 
in the tableau can be used; the rule regarding the tableau being 
that no card can be used that has another card lying beneath it. 
Thus, at the beginning of the play, the cards in the bottom row 
of the tableau only are available, but as soon as one has been 
used the card which lies just above it can be used. 

To play: If there are any aces in the bottom row of the 
tableau, release them, and lay them in a row beneath the tableau, 
the aces forming the foundations for building. 

Then examine the tableau and endeavor to release cards so 
as to build up on the foundations (following suit, or to build 
down in sequence within the tableau itself, following suit). Thus, 
if you have a king of hearts near the top of the tableau, and a 
queen of hearts which is available for use (no card beneath it), 
the queen may be played on the king, and so on, playing the 
available cards in descending sequence on to any card m the 
tableau. This should be done as long as such a play can be 
made as it releases other cards desired for use. It is called 
marriage, and should be proceeded with with caution, as a 
sequence formed in a lower row may block a desired card above 
it, which might soon have been released. 

As fast as aces are released place them in the foundation row. 

In plays in the tableau, create, if possible, a vacancy (m a 
straight line) in the top row. This space will be of great advan¬ 
tage in releasing other cards in the tableau or talon. Vacancies 
in the top row may be filled with any available card, either from 
the tableau or talon. The player will use his judgment about 
filling the vacancies as created, or wait for a more opportune 

tlI When all the available cards are played, deal out the remainder 
of the pack one card at a time, playing all suitable ones m de¬ 
scending sequence on the tableau. 


204 


Hoyle’s Standard Games 


The cards that cannot be played, either on the foundations o 
tableau, are laid aside, one on top of the other, face up, formin 
the talon. 

If the foundations cannot all be completed in the ascendin 
sequence to the king suit, thus consuming all the cards in th 
tableau and talon in one deal of the cards, the game is lost 
There is no redeal. 

TWENTY-FOUR CARD TABLEAU 

This game is played according to the rules governing th' 
preceding game (Napoleon), with the following exceptions: 

Deal from left to right in forming the tableau, four rows o 
six cards each. The foundations can only be built upon in suit 
ascending in sequence to the king. The tableau can only hw 
built upon in descending sequence in alternate colors. Th< 
player is entitled to redeal the talon. 


TWENTY-EIGHT CARD TABLEAU 

This game is played under the same rules as Napoleon, excep 
in the following points: 

Deal from left to right, four rows of seven cards each. Th* 
foundations must be built upon in ascending sequence, in alter 
nate colors, regardless of suit. 

THIRTY-TWO CARD TABLEAU 

Deal from left to right, four rows of eight cards each, to forir 
the tableau. Any aces or suitable cards for the foundations maj 
be played direct on the foundations, while dealing the cards tc 
form the tableau. Build up on the foundations in ascending 
sequence, in suits only. Build down on the available cards it 
the tableau, in descending sequence, in alternate colors. Dea 
once only. In all other respects the rules for Napoleon will apply 


THIRTY-SIX CARD TABLEAU 

Deal four rows, nine cards in each row. Build up on the 
foundation, in ascending sequence, in suits only. Build down ot 
the available cards in the tableau, in descending sequence, ir 
alternate colors. In all other respects the rules for Napoleoi 
will apply. 


AULD LANG SYNE 

Take four aces from a pack of cards and lay them out in i 
horizontal row (foundations) . Then deal out the pack, one care 
at a time, into four piles, watching the cards closely and building 


Solitaire Card Games 


205 


in tiie foundations from any of the four piles whenever possible 
it is not necessary to follow suit). No redeal is permitted. 

A more difficult way i6 to leave the aces in the pack and place 
hem in position as they come out in the deal. 

Still another way is to follow suit in building. Two redeals 
xe permitted when played this way. 


STREETS AND ALLEYS 


Shuffle a full pack of 52 cards, and then lay down a vertical 
ow of four cards. To the right of these, lay down another row 
f four cards, both face up, with a good space between the two 
ows. To the left of the first four lay four more, letting them 
iverlap the first row a little. Do the same with the row to the 
ight, putting the second row still further to the right. Continue 
his until you have laid out the whole pack, when you will find 
hat you have four rows of cards, seven in each row, on your left, 
nd four rows, six in each row, on your right, with an alley be- 
ween. 

Let us suppose this is the layout: 


D9 C9 H6 HJ DA HK C3 
H5 HA D3 CA S4 C7 H3 
C4 DIO S6 CIO H7 C8 S5 
S8 HQ S10 S3 D2 SA SK 


H8 

S7 

CK 

C6 

DK 

H2 

C5 

S9 

CQ 

H4 

SQ 

D6 

D4 

DJ 

D5 

DQ 

C2 

H10 

CJ 

sar 

H9 

D8 

S2 

D7 


The onty cards that are in play are the eight that are on the 
xtreme ends of the four rows. In example these are the D9, 
15, C4, S8, H2, D6, H10, and D7. Any of these eight may 
>e used upon any other of the eight to build down in sequence, 
egardless of suit or color. As soon as a card is so used, it will 
xpose the card next to it and bring it into play. 

Assume that we play the H5 on the D6, we expose and bring 
nto play the HA, and all aces must be immediately placed in 
he alley, between the two sets of cards, to be built upon, in 
equence and suit, until the king is reached. 

Having placed the HA in the alley, you have uncovered the 
)3. Put the H2 on the HA, and you uncover the DK, and so 
>n. As soon as any row of cards on either side of the alley is 
leared up by this shifting and covering, any of the end cards 
•n any row may be taken and placed in the space. But for this 
irovision it would be impossible to get rid of a blocking card like 
he DK, for instance. 

Although the player is obliged to place the aces in the alley as 
oon as they are free, he is not obliged to build upon them unless 
ie wishes to, and it will usually be found better not to be in too 
;reat a hurry about it. 




206 


Hoyle’s Standard Games 


A variation of this game is to place the aces in the alley as th< 
cards are dealt, instead of leaving them to be uncovered by trans¬ 
fers, but this makes both rows contain only six cards and renders 
the solution somewhat easier. 

GOOD MEASURE 

One entire pack of cards. Lay out two aces as the beginning 
of the foundations (the other two to be found and placed along¬ 
side as the deal progresses). 

Deal out ten packets of five cards each, face down, but as each 
packet is completed turn the top card of each packet face up. 

As the other two aces appear, use them in the foundations. 
Should a king appear, place just above the ten packets. 

Play can now commence by building in suit and ascending 
sequence on the aces (foundations); or in descending sequence, 
without regard to suit, on the ten packets. Also, follow the latter 
manner on the kings as they are placed in position. The upper¬ 
most card only of each of the ten packets is available. Vacated 
places cannot again be occupied. 

A more difficult way is to make the play on the kings a black 
on a red, and vice versa. 

THE RAINBOW 

One entire pack of cards. Shuffle cards thoroughly. 

Deal thirteen cards into a packet, face up. To the right of this 
packet lay four single cards, face up; use the first of these four 
cards to form the nucleus of the foundations, place it just above 
its present position, and fill the space vacated by using the upper¬ 
most card from the thirteen packet. 

The nucleus of the foundations now being known, the three 
other suits of the same size are to be placed at its right, as they 
come out in dealing. These foundations must be built up in 
suit and ascending sequence. The play then continues by a 
descending sequence on the four cards to the right of the thirteen 
packet, putting’a red on a black, and vice versa, using, whenever 
possible, the top card from the thirteen packet; this card must 
always be used for filling vacant places. 

Hold balance of pack, face down, and deal off one card at a 
time. Cards not suitable can be placed to one side in a talon. 

Two redeals of this talon are permissible. 

Can be made easier by filling in spaces from talon when 
thirteen-packet space is vacant; latter space can not again be 
occupied. 

MULTIPLE SOLITAIRE 

Although called solitaire, this is a game for four players, and 
the object is to see which of the four can get rid of the most cards, 



Multiple Solitaire 207 

;ach having his own pack, but the ace foundations being common 
iroperty. 

Each player shuffles and cuts a pack of cards, which he passes 
:o his right-hand neighbor, receiving a pack from the player on 
lis left. 

Thirteen cards are first dealt off the top of the pack, face down, 
and placed at the player’s left for a boneyard. Then four cards 
ire laid out in a row, face up, in front of the player. He then 
bakes a peep at the top and bottom cards of his own boneyard, 
so that he may know what he can get. If either of these cards 
is an ace, it must be laid on the table as a foundation. If the 
card is not an ace, the card he sees or the one exposed after 
taking off the ace may be played at any time he gets a chance, 
whether it is on the top or the bottom of his boneyard, but spaces 
may be filled from the top only. Having used the top or bottom 
card, the player, of course, sees and may use the next one to 

Any ace that shows at any time must be at once placed in the 
center of the table for any of the four persons to build on. These 
foundation aces are built on in sequence and suit only, and if 
two players can use the same ace, the first one to get to it has it, 
so that quickness is a great point. 

The stock is held in the left hand, face down, and the cards 
are run off three at a time and turned face up, the card showing 
being available for building. If the top card of three can be used, 
the next one is available, but if not, the three are laid on the 
table, face up, and another three taken, and so on, three at a 
time, until the whole pack has been gone through. The stock is 
then lifted, without disturbing its order, turned face down and 
gone through again, three cards at a time. . 

The four cards laid out in a row may be built upon in de¬ 
scending sequence and alternate colors, a black six on a red seven, 
and so on. A player is not obliged to build upon the aces unless 
he wishes to do so, nor is he obliged to build on his own four 
cards if he prefers to pass a possible play. 

As soon as a space is left in the four rows, the top card from 
the boneyard must be used to fill it. After the boneyard is ex¬ 
hausted, kings must be used to fill the vacant spaces. 

When no further play is possible, the cards left in the bone¬ 
yard, on the table and in the hand are counted, and the player 
having the smallest number wins from each of the others the 
difference. The secret of success in this game is quickness of 
perception, because the faster player will run through his cards 
and get on the foundation aces ahead of the others. An expert 
will go through his stock three times to an ordinary players 
twice. 


208 


Hoyle’s Standard Games 


KLONDIKE 

The Pack.— 52 cards, which have no rank except that they 
are in sequence from the A, 2, 3 up to the J, Q, K. 

The Layout. —The player pays 52 counters for the pack and 
he is paid five counters for every card he gets down in the top 
foundations. The cards being shuffled and cut, the first is turned 
face up and laid on the table. To the right of this card, but still 
face down, are placed six more cards in a row. Immediately below 
the left-hand card of this row that is face down, another card is 
placed face up, and five to the right of it face down. Another 
card face up below and four to the right face down, and so on 
until there are seven cards face up and twenty-eight in the lay¬ 
out. 

Any aces showing are picked out and placed by themselves 
above the layout for foundations. These aces are built on in 
sequence and suit up to kings. The moment any card in the 
layout is uncovered by playing away the bottom of the row, the 
next card in that vertical row is turned face up. Cards in the 
layout are built upon in descending sequence, K, Q, J down to 
4, 3, 2, and must alternate in color; red on black, black on red. 
If there be more than one card at the bottom of a row, all must 
be removed together or not at all. Spaces are filled with kings 
only. 

The stock is run through one card at a time and any card 
showing can be used, either on the layout or foundations. When 
the pack has been run through once that ends it. 

WHITEHEAD 

This is a variation of 7-card Klondike, played with 52 cards. 
Instead of dealing one card face up and then six more to the 
right of this, face down, all are dealt face up. Then a row of 
six, under the first, also all face up, and so on until 28 cards are 
laid out. The 29th is turned up for the starter, and placed above 
the layout. 

All cards moved in the layout from one column to another 
must be built in descending sequence (from the 8 to the 7), and 
must be of the same color, but not necessarily of the same suit. 
Any number of cards in sequence may be moved from one pile 
to another if they are all in the same suit as well as sequence. 
For example, if a pile reads, 7, 8, 9, 10 of hearts, J of diamonds, 
Q of hearts. The four hearts could be moved into a space, or 
onto the J of hearts in another pile, but to release the Q of 
hearts, the J of diamonds would have to be played on the Q of 
diamonds or a space. When there is no play in the layout, the 
top card of the stock is turned up, and the top of the passed 
stock is always available. Starters are placed above the layout 
as fast as they appear, and are built up, 7 to 8, etc. 


Solitaire Card Games 

CANFIELD 


209 


This differs from Klondike in the layout and in the play, 
although the two games are often thought to be the same under 
different names. 

In Canfield, after shuffling and cutting, thirteen cards are 
counted off, face down, and laid to the left, face up. The next 
card turned up is the one to build on. Suppose it is a jack. 
Place it above as a foundation and then lay out four cards, face 
up, in a line with the thirteen pile, which is your stock. 

Holding the remainder of the pack, face down, in your left 
hand, take three at a time from the top and turn them up. If 
you can use the card that shows, do so by building up in sequence 
and suit on the jacks in the foundations, or building down in 
sequence, red on black and black on red, on the four line. Use 
the top of your stock if you can. 

If you can clear off one of your four line, fill up the fourth 
place with the top card from your stock. The stook must never 
be built on. 

After running off the pack in threes, it may be taken up again 
and without any shuffling run off in threes again. If there are 
only two cards in one of your four rows at any time and the top 
card can be used on another pile, it may be taken for that pur¬ 
pose. 

THE IDIOT’S DELIGHT 


This is considered the most interesting and difficult of all 
solitaires. The person who can get it out more than once m 
four attempts, on the average, is unusually fortunate or skillful. 

The full pack of 52 cards is used, well shuffled, and cut. Is me 
cards are laid out in a row from the left to right, all face up. 
Upon these a row of eight cards, also face up. Then rows of seven, 
six five, four, three, two and one. This leaves seven cards, which 
are spread on the table face up, separate from the tableau. There 
will now be nine rows of cards from left to right, and nine files, 
up and down, the card at the bottom of a file being the only one 

that can be moved. , . ; J 

Aces are taken out when they are at the bottom of any file, 
and are foundations, for building up to kings in sequence and 
suit Onlv one card may be moved at a time from one hie to 
another, and all cards moved must be placed on another card 
of a different color, red on black or black on red, and m de¬ 
scending sequence, as the H 5 on the S 6. Spaces may be filled 
by anything. The player is not obliged to play on the foun¬ 
dations unless he wishes to, but cards once placed there cannot 
be taken back. Any of the seven cards that lie free can be used 
at any time to continue a build or to go on the foundation, but 
once used they cannot be put back. ,, ^ 

The object is to get the entire 52 cards built onto the four ace 

foundations. 


TABLE GAMES 

ROUGE ET NOIR 

Rouge et Noir (Red and Black), or Trente-un (Thirty-one), 
is a table game, so styled, not from the cards, but from the 
colors marked on the tapis or green cloth with which the table 
is covered. To form the game, it is necessary that there should 
be a banker, or tailleur (dealer), who represents him, and plaj f - 
ers, or punters, the number of whom is unlimited. 

The table usually employed is of an oblong form, thirty feet 
long and four feet wide, covered with a green cloth, in the middle 
of which the bank is placed; in other words, the money that be¬ 
longs to the banker. The company are at liberty to place their 
money on the right and left of this table, upon the chances that 
seem to them most likely to win. 

Six packs of 52 cards each are shuffled together and used as 
one, the dealer taking in hand a convenient number for each 
coup. The banker deals first for black, turning up the top card 
and announcing its pip value. Court cards and tens are worth 
10, aces and others their face value. The dealer continues to 
turn up cards, one by one, until he reaches or passes 31. The 
number never exceeds 40. 

He then deals for red in the same way, and whichever comes 
nearer to 31 wins for that color. 

If the same number is dealt for each, all bets are a stand-off. 
If* exactly 31 is dealt for each, the bank takes half the money on 
the table. 


FARO 

Faro (also known as Pharo, Pharaoh and Pharaon) is a table 
game played with 52 cards by any number of players against a 
banker. The cards have no rank, the denominations being all 
that count. Bets are made and paid in counters, the red being 
usually worth five whites, the blue five reds and the yellow five 
blues. There is always a limit on the bets, which is doubled 
when only one card of the denomination bet on remains in the 
dealing-box. This is called a case card. 

Upon the table is a complete suit of spades, usually enameled 
on cloth. The ace is nearer the banker on his left, and that row 
ends with the six. The seven turns the comer, and then the 
cards run up to the king, which is opposite the ace, a space being 
left between each card and its neighbor. 

The cards are shuffled and placed in a dealing-box, from which 
they can be drawn only one at a time. The top of this box is 
open and the face of the top card can be seen. This is called Soda. 

210 


Table Games 


211 


The dealer pulls out two cards, one at a time, the first card being 
laid aside, the one under it being placed close to the box, and the 
next one left showing. The card left in the box wins; the one 
beside the box loses. Players bet upon what the next card of 
any denomination will do, win or lose. “Stuss” is faro out of 
hand. 

A bet placed flat upon a card says it will win when next it 
shows. A bet with a copper on it means that the card will lose. 
Bets may be placed in twenty-one different ways, between two 
cards, behind three, on the corners, and so forth, each taking in 
a different combination. If any card embraced in the combina¬ 
tion shows, the bet is either won or lost. A player having two bets 
on different cards, one to win, the other to lose, and losing both 
bets on one turn, is whipsawed. Same cards on same turn is a 
split. 

The banker pays even money on all bets except the last turn. 
When only three cards remain, all different, they must come in 
one of six ways and the bank pays four for one if the player 
can call the turn. When there are two cards of the same denomi¬ 
nation left in for the last turn, it is a cathop, and the bank pays 
two for one. The bank takes half on splits. In ‘"Stuss/’ he takes 
all. 


MAHJONG 


(Pung Chow) 

Mah-Jong, a game which originated in China more than a 
thousand years ago, and which is known in that country tinder 
a dozen different names, was originally called “Mah Choh” 01 
“Mah Chang” (English, “sparrow”). It is also played in America 
under the name “Pung Chow.” It is essentially a Chinese game, 
one in which skill and finesse join with pleasant rivalry to form a 
pleasant pastime, and has of late become extremely popular in 
America. It is played with tiles, and an ordinary card table may 
be used, although special tables are made for the game. The tiles 
are made of hardwood, bone or composition, or even of real 
ivory. The original sets consisted of 136 pieces, but these have 
been supplemented with 8 tiles representing “Seasons” or “Flow- 
ers,” which are now generally used, although many skillful players 
prefer to omit them, regarding them merely as “jokers” which 
detract from the scientific interest of the game. 

There are three regular 6uits, consisting of Characters, Circles 
and Bamboos, each suit numbered from 1 to 9, with four tiles 
to each denomination. These are all easily recognized, except 
that the one of Bamboo is marked by the figure of a bird. The 
Characters, Circles and Bamboos are known as minor pieces, 
with the exception of the ones and nines, which are major pieces, 
as are also the four Winds—East, South, West and North—of 
which there are four tiles each. A Wind piece, though ordinarily 
only a major piece, becomes a super piece when held by the 
player to whom that particular Wind belongs. The Wind pieces 
are to be recognized by the letters E, S, W, and N in the upper 
left-hand corner and a corresponding Chinese character in the 
center of the tile. Then there are the three sets of Dragons— 
White, Red and Green—four tiles of each. These are super 
pieces and are sometimes known as “White Plank,” “Red Center” 
and “Prosperity,” respectively. The White Dragons are generally 
represented by a blank tile (from the superstitious belief that 
white dragons are invisible in the daytime), although in some sets 
the design is printed in silver. 

The Seasons or Flowers are eight little picture tiles numbered 
1, 2, 3, 4, or E, S, W, N (1 corresponding with the East Wind, 
2 South, 3 West and 4 North). In some sets there are two tiles 
of each number exactly alike; in others there is a distinction 
between the Season and its corresponding Flower. 

The cardinals or “honors” of Mah-Jong are the four Winds 
and the White, Red and Green Dragons. 

212 


Mah-Jong 


213 


HOW MAH-JONG IS PITTED 

• Wall. —The game is played by four players as 

mdiyiduals. After they are seated the tiles are placed face down 
on the table and thoroughly mixed, or “washed,” as it is termed. 
Each player takes at random eighteen tiles and lays them, face 
dc !^' I1 ’ r ^i ose together in a row, narrow ends pointing toward him¬ 
self. Then he builds another row of eighteen on top of the first 
row. (If Seasons and Flowers are not used, only seventeen tiles 
are taken to form a row.) Then all four players shove their 
walls forward so that they are joined at the ends, forming a 
hollow' square. 

Breaking the Wall. —After the wall has been built, two dice 
are thrown in turn by each player. The player making the 
highest throw becomes East Wind, or banker of the game; the 
player on his right becomes South; the player opposite, West; the 
player on his right, North. (It w'ill be noted that in this arrange¬ 
ment North and South are directly reversed from our own com¬ 
pass.) The dice are now taken by East Wind and thrown once 
into the hollow square, to determine which player is to break 
the wall. The count is made jrom left to right , beginning with 
East Wind’s own wall as 1. So that, if the pips on the two dice 
add up to— 

2, 6 or 10 — South Wind is designated. 

3, 7 or 11 — West Wind is designated. 

4, 8 or 12 — North Wind is designated. 

5 or 9 —East Wind is designated. 

The player thus designated then throws the dice once to see 
where the wall is to be opened. He adds the sum of his own 
throw to that of East Wind’s throw, and then, beginning at the 
right of his own wall, counts off that number of tiles— jrom right 
to left —stopping at the last number. Then he lifts out the two 
tiles corresponding to this number and places them on top of 
the wall to the right of the opening. These two tiles are called 
“loose tiles” and mark the closed end of the wall. 

Drawing Tiles. —The wall now having been broken, the 
drawing begins at the open end of the wall by East Wind, who 
draw's four tiles (two blocks of two each) to the left of the 
opening. South Wind takes the next four to the left. West Wind 
the next, and so around the circle from left to right (the rotation 
of play being always counter-clockwise) until each player has 
taken 12 tiles. Then East Wind draws the first and third tiles 
of the top row, and the others take one each in their proper 
order. 

The tiles are now set up facing each player and arranged ac¬ 
cording to their suits, the number upon each tile being in the 
upper left-hand comer. When this has been done, should any 
player find in his hand one or more Season or Flower tiles, these 
are to be immediately exposed and placed on the table to the 
left of the player. For every Season or Flower thus exposed 


214 


Hoyle's Standard Games 


(they being taken into consideration for scoring only) a “loose” 
tile is taken from the top of the closed wall. 

When every player has complied with the above, the game is 
ready to start. 

Starting the Game. —East Wind starts the game by discard¬ 
ing a tile, selecting the one he thinks will be of least use in build¬ 
ing up a Mah-jong hand, and he places this face up in the open 
space inside the wall. At this point it may be well to state that 
whenever a player discards a tile he must immediately call out 
its proper name so that all players can hear it. Failure to do 
this properly imposes a penalty. 

The game now having started, any player having a pair in 
his hand similar to the tile discarded can, by calling “Pung,” 
claim such discarded tile, placing it and the pair in his hand face 
up on the table at his left. Or South Wind, at East Wind’s right, 
may take it, by calling “Chow,” to fill a sequence. If not thus 
taken, the game proceeds bj r South Wind either taking it up or 
drawing the next tile from the w T all. South Wind then discards, 
picking a tile by either “pung” or “chow” or drawing out from 
the open wall until the game is completed or until there are but 
fourteen tiles (seven rows of two tiles each) left in the wall, when 
the game becomes a draw, no player scoring. (With some players 
the game is not called a draw until the last tile, including the 
last of the two “loose tiles,” is drawn without any player com¬ 
pleting his hand.) 

In order to “woo” or “mah-jong” (that is, to win a game) a 
player must have in his hand or exposed on the table a pair and 
either four sets of three (or four) of a kind, or four sequences of 
three, or any combination of sequences and threes (or fours) 
of a kind, always remembering there must be a pair to complete 
the hand. 


SOME DEFINITIONS 

Pung and Chow .-—To “pung” is to take up a discarded tile in 
order to complete a set of three or four of a kind by adding it 
to two or three tiles already in hand. To “chow” is to take up a 
discarded tile in order to complete a sequence of three. You may 
pung anybody’s discard. You may chow only from your left- 
hand neighbor. You are never compelled to pung or chow unless 
you wish. 

Whenever you pung, or chow, you must put the tile you pick 
up, together with the two in your hand that match, face up on 
the table, as one of the four sets of three for your “woo” or mah¬ 
jong hand, in order to prove that you have the right to claim the 
tile. However, if you have three of a kind dealt to you, or draw 
the completing tile out of the wall, you keep all such completed 
sets concealed until you or some other player goes “mah-jong” 
or “woo.” This is because each three of a kind counts double 
when concealed. A sequence does not count in the score, but it 
is nevertheless advantageous to keep it concealed. 


Mah-Jonq 


215 

In punging you often get a play out of turn, and other players 
then lose their turn, for after you pung and discard it becomes 
the turn of the player on your right to draw, pung or chow You 
may also pung several times in succession if you have the neces¬ 
sary pairs to match successive discards. 

When a tile is discarded which is the only one required to 
complete your hand, you have the right to take it and announce 
Woo or Mah-jong” regardless of who discards and of whether 
it completes a set of three or a sequence or gives you the final 
pair. When two players make a simultaneous claim to the same 
tile for ‘“woo” or mah-jong the player nearest to the discarder 
in order of play takes it. This call to complete a winning hand 
takes precedence over any ordinary pung or chow. In all other 
cases a pung takes precedence over a chow. In other words, a 
player wishing to complete a set of three or four takes precedence 
over one completing a sequence. 

Sequence.— A run of three pieces of the same suit in consec¬ 
utive notation, as 4, 5 and 6 of Bamboos. 

Three of a Kind.— Three tiles of the same suit and denomina¬ 
tion. If Dragons, they must be of the same color. 

Four of a Kind. —Four tiles of the same suit and denomination. 
If Dragons, they must be of the same color. 

If a player should discover at the start of the game that he has 
four of a kind in his hand, these should be at once placed on the 
table at his left hand, the two outer tiles face down, and the 
middle two face up, showing that the four are in hand and should 
be counted as such. (See Scoring.) Now be sure to pick up one 
loose tile from the closed wall and then discard in the usual 
manner. 

If a player has three of a kind in hand and one of the same 
kind is discarded by another player, he may pung this discarded 
tile, laying the four tiles on the table at his left, all face up, 
which shows that he punged one. Repeat the play as in pre¬ 
ceding paragraph, not forgetting to discard. 

When a player has three of a kind in his hand and in the usual 
course of the play draws the fourth from the wall, these four are 
laid on the table at his left, the two outer tiles face down and 
the middle two face up, showing that they are to be counted as 
if all four were in hand. Then pick a loose tile, and discard. 

If a player has punged and completed a set of three and then 
draws the fourth from the wall he can add it to the three already 
on the table, face up; but in such a case if the fourth tile is 
drawn and discarded by someone else it cannot be punged. 

The fourth tile in four of a kind is always an extra. In no 
case does it affect the rule that four sets (either sequences or three 
of a kind) and a pair are required for “woo” or mah-jong. So 
that whenever you pung and lay out four of a kind you must 
draw a loose tile before discarding. This additional tile is neces¬ 
sary because to mah-jong or “woo” you now require fifteen tiles 
instead of fourteen in your hand. 


2!6 


Hoyle’s Standard Games 


CLOSING THE GAME 

The game is won by the player who first secures the proper 
number of combinations, in his hand or on the table, or combined. 
In that case he calls ‘’Woo” or “Mah-jong,” although the Chinese 
themselves use the latter term only where the hand is finished 
by a player catching one of his last pair. A finished hand con¬ 
sists, as stated, of four sets composed of either sequences, threes 
of a kind or fours of a kind, and a pair, irrespective of the Sea¬ 
sons or Flowers held, and combining all the player’s tiles held 
in the hand or on the table. If all the tiles but fourteen (or all 
the tiles in the wall, as is sometimes the rule adopted) have been 
drawn without any player calling a “woo” or “mah-jong,” the 
round is a draw. In either case the wall is rebuilt and the game 
starts anew. East Wind continues to be East Wind if he has 
won or if the round has resulted in a draw; but if he loses, his 
title moves to the next player on his right and all the other 
W T inds shift to the right accordingly. 

When one of the players has a completed hand and has an¬ 
nounced “Woo” or “Mah-jong” he must immediately and com¬ 
pletely expose his hand and the other players must also expose 
their hands and show all pieces and combinations that make for 
a score. The scores are then counted, the winner always settling 
first and collecting the full value of his points from every one 
around the table. East Wind, being the head, must pay or re¬ 
ceive double. The winner is exempt from payment to anyone. 
The other players settle among themselves and must pay one 
another the difference in the values of their respective hands. 

We will say, for example, that West has a completed hand and 
his score is found to be 120. North and South would pay him 
counters to the value of 120 each, but East would pay him 240. 
The score would then be settled among the others, and the lesser 
soore must invariably pay to the higher. We will assume North 
to have 60; East 62, and South 10. South, having the smallest 
amount, then deducts his score from North’s and pays him 50. 
He does th,e same with East, and finds that the difference is 42. 
East, as usual, receiving and paying double, will therefore settle 
with South for 84. The difference between East’s hand (52) and 
North’s (60) would be 8, which amount East must double and 
pay to North, or 16. 


SCORING IN MAH-JONG 

As in most games, table rules are frequently agreed upon among 
players under which special arrangements may be made for count¬ 
ing. The scoring possibilities of Mah-Jong are so abnormal as to 
appear bewildering to all but the Chinese themselves, and Occi¬ 
dental players have therefore set for themselves a limit on the 
valuation of a hand. This is 300 and applies to all hands (no 
matter how much the ordinary face value exceeds this amount), 
with the exception of East Wind, who pays or receives double. 


Mah-Jong 


217 


The bonus for a “woo” or “mah-jong” is likewise often decided 
>y table rules and may range from 10 to 50, though the accepted 
aunt is usually made 20. This is called the base score . 


VALUE OF SCORING COMBINATIONS 


The scoring in Mah-Jong may appear quite difficult to the 
>eginner, but a little study of the value of the pieces and their 
jombinations will soon enable a player to count his hand and 
enow which to keep and which to discard. Following are the 
scoring combinations: 

Pair. —Every winning (“woo’' or “mah-jong”) hand must con- 
ain one, but no pair counts for score except (1) a pair of your 
>wn Winds and (2) a pair of either Red, Green or White Drag- 
ins. These latter must be of the same color. 

Sequences. —These never score and are useful only to quickly 
ill out a winning hand. 

Three of a Kind. —These count 2, 4 or 8 points, depending on 
their rank and also on whether they are made by a draw and 
concealed in the hand or whether they are made by a pung and 
therefore exposed on the table. 

Four of a Kind. —These count 8, 16 or 32 points, depending 
on their rank and whether or not they are exposed. 

The following table gives in detail the value of the various 
scoring combinations: 



Pair 

On 

Table 

In 

Hand 

Minor Pieces (AH suit pieces from 2 to 8, inclusive) 


2 

4 



8 

16 

Major Pieces (l’s and 9’s of all suits and all Wind 
pieces not one’s own) 


4 

8 



16 

32 

Super Pieces (Red, White and Green Dragons, and 
one’s own Wind pieces) 

2 





4 

8 



16 

32 


Seasons or Flowers are always exposed and each piece counts 4 


In counting hands the base score is taken first. To this is added 
the value of all the finished combinations as given above and 4 
points for each Season or Flower. Doubles are computed after 
every possible scoring point has been added together. The entire 
score is doubled as many times as there are doubling pieces or 

combinations in the hand. , ... ,, . i 

4 pi aver may secure a finished hand, holding the allotted 
number of combinations, yet having no real scoring value what¬ 
ever in it. In such a case, a special bonus of 10 is given, and this 
amount is added to the base score before any doubling is com¬ 
puted. 





















218 


Hoyle’s Standard Games 


A player completing his hand by a piece drawn from the wall 
may score an extra 2 points, which he adds to his base score be¬ 
fore doubling. 

A player completing his hand by filling an “only place” may 
score an extra 2 points, which he adds to his base score before 
doubling. An “only place” would be the completion of any last 
combination requiring only one specified tile, as, for example, 
one of the pair necessary to complete his hand, or possibly the 
middle or end of a run or sequence. 

If a player completes his hand with a tile in the “only place,” 
and draws this same tile from the wall (not having punged or 
chowed it), he may score another 2 points in addition, the same 
also to be added to the base score before taking any doubles. 


DOUBLING 

If a player completes his hand by filling the last necessary com¬ 
bination with a “loose tile” from the top of the wall, he may 
double his entire score once. 

If a player completes his hand with combinations of three (or 
four) of a kind, exclusive of his pair, and with no sequences, he 
may take one double. 

If a player completes his winning hand with tiles entirely of one 
suit, exclusive of Winds or Dragons, he may take one double. 

If a player completes his winning hand with the necessary 
combinations entirely of one suit, and with no Winds or Dragons, 
he may double his entire score three times. This is called a “clear 
suit.” A score of 60, for example, doubled three times, would 
amount to 480. 

As has been stated before, a “woo” takes precedence over every¬ 
thing. The rule is noticeably proved in the following instance: 
If a player has, already exposed on the table, a three of a kind 
and draws the fourth piece, and another player is waiting for this 
same piece to complete his hand, the one “wooing” may claim 
the piece, and he may also take one double. 

Any player may double his score when he holds: 

A Season or Flower corresponding to his own Wind (East-1: 
South-2; West-3; North-4). 

A set of any three (or four) of a kind of super pieces in hand 
or on table. 

A set of three (or four) of one’s own Wind pieces in hand or 
on table. For both Flower and Season of his own Wind a 
player may double his score twice. For complete set of either 
Flowers Reasons double score three times. 

The winner may collect the limit, without regard to points 
actually held by him, in the following cases: 

When his hand is made up of sets of three (or four) of a kind 
of each of the four Winds and any pair. For example, 3 East 
Winds, 3 West Winds, 3 South Winds, 3 North Winds, and a 
pair of 7 of Circles. 


Mah-Jong 


219 


When his hand is made up of super and major pieces entirely. 
For example, 3 South Winds, 3 Green Dragons, 3 White Dragons, 
3 9’s of Bamboos, and a pair of West Winds. 

When his hand is made up of any three of a kind and 3 sets 
of three (or four) of a kind of any three Winds (his own being 
one of them), with the finishing pair of the fourth Wind. Ex¬ 
ample: 3 two’s of Characters, 3 West Winds, 3 East Winds, 3 
North Winds, and a pair of South Winds. 

If, by any chance, East is able to “woo” with the original four¬ 
teen tiles as dealt to him in the beginning, he has what is termed 
a "pat” hand and may collect the limit from every one, irrespec¬ 
tive of the numerical count of his hand. 

If, after East makes the first discard, any other player can 
"woo” at once w’ith this discarded tile, he may immediately collect 
half the limit from every one, irrespective of scores held by them. 


PENALTIES 

Failure to call discarded tile incurs a penalty of 10 points. 

Calling "pung” when "chow” is meant, or vice-versa, 10 points. 

The following rules, though oorrect, are somewhat arbitrary, 
and it is, of course, for the players to decide whether or not they 
are to be enforced: 

If a player erroneously announces his hand as finished, and 
by 60 doing has caused any of the other players to expose or de¬ 
stroy their hands, he must pay each of the other players the limit. 

If a player has built up for himself combinations entirely of 
one suit with at least nine or more of these tiles exposed on the 
table, and another player discards the last piece of the suit nec¬ 
essary for him to "woo” with a "clear suit,” the player making 
such a discard must pay the total losses of himself and of all the 
other players for this particular hand. 

If a player has collected a hand of all major and super pieces, 
with three or more finished sets of three (or four) of a kind ex¬ 
posed on the table, and another player discards the last major or 
super piece necessary for him to "woo,” with the awarding bonus 
of three doubles, the player making such a discard must pay the 
total losses of himself and of all the other players for this par¬ 
ticular hand. 

If a player has built up a hand composed entirely of super 
pieces of which two sets of three (or four) of a kind are exposed 
on the table, and another player discards a super piece which 
enables him to "woo” thereby, the player discarding such a piece 
must pay the total losses of himself and of all the other players 
for this particular hand. 

If a player finds he has more or less tiles in his hand (exclusive 
of Seasons) than the regulation number, he has what is termed 
a "dead hand.” If he has more than the correct number, he may 
continue to play, and pung and chow in turn, but he can not 
“woo,” and may either not score at all, or, if decided upon be- 


220 


Hoyle’s Standard Games 


forehand, may be penalized and compelled to pay the limit to 
each of the other players, immediately the mistake is discovered. 

If he finds he has less than the correct number, he may con¬ 
tinue to play, pung and chow in turn, but he can never ‘‘woo*” 
although he may score for all points held by him in his hand 
after some one else has successfully finished. 

COUNTERS 

To settle scores long counters axe furnished with all Mah¬ 
jong sets, marked at each end by dots indicating their value. 
These vary' - somewhat with different sets, but the following are 
typical: 


Set A.—One gold dot. 1,000 points 

Five blue dots. 500 points 

One blue dot. 100 points 

Ten red dots. 10 points 

Two red dots. 2 points 

Set B.—Five red dots. 500 points 

One red dot. 100 points 

Ten black dots. 10 points 

One black dot. 2 points 

Sot C<—Six red, six black dots. 500 points 

Two red dots. 100 points 

Eight red dots. 10 points 

Three black, one red dot... 2 points 














CHESS 


The game is played on a board the same as that used for 
Checkers, and the position of the board must give each player a 
vhite corner square at the right hand. 

Each player has 16 men to start with, 8 pieces and 8 pawns, 
rhe pieces are called the King, Queen, Bishop, Knight and Rook. 
rhose on the Queen’s side of the board are called the Queen’s 
nieces, as the Queen’s Bishop, Rook, etc., and those on the King’s 
ide, the King’s pieces. The pawns likewise assume the name of 
he King or Queen together with the name of the pieces they 
?tand in front of, as the King’s pawn, the King’s Bishop’s pawn, 
ntc. 

The Queen must stand on a square of her own color before 
?ame commences, but the King stands on a square colored op¬ 
posite to that of his own color. 





2, 7, 26, 31 Knights. 



5, 29 Kings. 




4, 28 Queens. 


Kings and Queens must be exactly opposite each other across 
the board. , 

The King is the most important piece. If he cannot avoid 
capture he is checkmated and the game lost. The King can only 
move one square at a time, in any direction, and can capture 
any adjacent squares not defended by opponent's pieces or pawns. 







222 


Hoyle's Standard Games 


The King is exempt from capture. Hostile Kings must alwa} 
be separated by a square. 

The Queen is the most powerful and moves in any directio] 
on any of the 4 center squares. She commands 27 out of th 
total 64 squares. 

Following the Queen, the Rook is the next most powerfu 
moving backward, forward or laterally, but not diagonally, o 
unobstructed rows or files. 

The Bishop moves and captures diagonally only backward o 
forward on squares of its own color. A White King's Bisho] 
cannot capture or be captured by a Black King’s Bishop. Tb 
Bishop commands 13 squares on a clear board. The Knight move 
one square diagonally, then one forward, backward or sideways 
or vice versa. He can move or capture in any direction, or cai 
leap over his own men or any hostile man, and is the only piec< 
that can play before any of the pawns have moved. 

A Rook on same square on a similar clear board command 
14 squares; a Bishop on the same square, 13 squares diagonally 
a Knight on the same square, 8 squares. The pawn only move; 
one square forward at a time, except on the first move, when il 
may move two squares. A hostile man may be captured right 
or left diagonally on immediately adjacent squares. 

If a hostile pawn is on one of your fourth squares, your pawr 
having been played forward on either adjacent files to that oc¬ 
cupied by the hostile pawn two squares on his first move in the 
game, the hostile pawn may take your pawn “in passing,” leaping 
and placing himself on your captured pawn’s third square. If he 
fails to capture on the move, he cannot do so afterwards. The 
pawn alone has privilege of promotion and capture in a direction 
other than his line of march. 


RULES 

A wrong position of the board or men may be corrected, pro¬ 
vided four moves on each side have not been played. 

If the first move is made by the wrong player, game is annulled, 
if discovered before fourth move. If a player moves out of his 
turn, his opponent decides whether it shall be retracted or 
whether both moves shall remain. 

If a false move is made, the opponent may allow the move to 
remain, or he may compel the player to move it legally to an¬ 
other square or replace the man and move his King. If an ad¬ 
verse man be captured by an illegal move, the opponent may 
compel him to take it with a man that can legally take it, or to 
move his own man which has been touched. 

The men must not be touched except by the right player, in 
playing, or for the purpose of adjustment, in which case the 
words “J’adoube” (I adjust) must be said. Unless this is said 
when a player touches one of his own men (except accidentally) 
in playing, if it can be legally moved, he must move it, or if it 
is one of his adversary’s men, he must capture it if he can legally 


Chess 


223 


lo so. If a legal move cannot be made in either case, the offender 
Qust move his King, but if the King has no legal move, there is 
10 penalty. If a player moves one of his opponent’s men, his 
antagonist may compel him to replace the man and move his 
ling, or take the man moved, or allow the man to remain where 
noved. 

As long as a player holds the pawn or piece touched, it may 
>e played to any other than the square he took it from, but he 
■annot recall the move having quitted it. If a player takes one 
>f his men with another, the opponent may compel him to move 
:ither. 



In castling (moving two squares in conjunction with either 
jtook) the King and Rook must be moved simultaneously, or 
ouch the King first. If Rook is touched first he cannot quit 
t before having touched the King, or the opponent may claim 
he Rook’s move as a complete move. 

When the odds of either or both Rooks are given, the player 
giving the odds may move his King as in castling, and as though 
he Rooks were on the board. If moved as a penalty, the King 
annot castle on that move. 

When a hostile King has been checked, the player must say 
check.” If not announced when made, the move of the opponent 
vhich may obviate the check must stand. 

If check be given and announced, if the opponent does not 
>bviate it, he forfeits the option of capturing the check piece or 
>f covering, but he must first move his King out of check; but 
here shall be no penalty if the King has no legal move. If the 








224 


Hoyle’s Standard Games 


King has been in check for several moves and it cannot be a< 
counted for, the player whose King is in check must free h 
King from the check by retracting his last move. If the move 
made subsequent to the check are known, they must be retracte< 
If an opponent moves his King or touches a piece or pawn to ii 
terpose because a player has said check without giving it, he ma 
retract the move, provided the other player has not played k 
last move. 

When a pawn has reached the eighth square, the player ma 
select a piece, whether it has been previously lost or not, whoe 
name and powers it shall assume, or he may decide to have i 
remain a pawn. 

An opponent may be called upon to draw the game or to mat 
the player within fifty moves on each side, whenever the op 
ponent persists in repeating a particular check, or series of check 
or the same line of play, or whenever he has a King alone o 
the board; or King and Queen, King and Iiook, King and Bishoi 
King and Knight against an equal or superior force; or Kin 
and two Bishops, King and two Knights, or King, Bishop an 
Knight against King and Queen; and whenever a player coc 
eiders that his opponent can force the game or that neither sid 
can win, he may submit the case to an umpire, who may decid 
whether it is one for the fifty-move counting. If not mate 
within the fifty moves, he may claim that the game shall proceet 

A stalemate is a drawn game. 

T^e opponent may claim a draw if the same move or serie 
of nibyes has been made three times and in succession. 

If a player can only move so as to take a pawn en passant h 
is bound to play that move. 




CHECKERS 

This game is played by two persons with red and black coun¬ 
ters or men, 12 for each player; the board is divided into 64 squares 
alternately colored black and white. It should be placed between 
the players with white squares in upper left-hand corner and 
double white squares in lower left-hand corner. The counters of 
each player are placed on first three rows of colored spaces, on 



opposite sides of the board, leaving two rows of colored spaces 
unoccupied between the counters of each player. 

The men are moved alternately on the dark squares only, in a 
diagonal forward direction, one square at each move. The last 
row of dark spaces on each side of the board is called the “King 
row” and the first object is to move the men across the board as 
quickly as possible in order to reach the “King row.” As fast 
as accomplished each “man” is “crowned,” or “kinged,” by having 
another one of his men placed upon top of the piece that has 
reached this position. 

A King may move either forward or backward, but on dark 
spaces only. The principle of the game is to capture or block all 
of the opponent’s men. When all the pieces are properly placed, 
one of the opponents makes the first move, followed by the 

225 










226 


Hoyle’s Standard Games 


second player. If the player can leap over the piece or pieces < 
an opponent, one at a time, and find a resting-place on a dar 
square, the opponent loses the pieces or men jumped in this wa; 

If a player does not capture an opponent’s man whenevt 
possible, the other player, if he sees the omission, may remov 
the opponent’s counter or man or he may compel his opponent t 
make the play. Players should endeavor to capture as many me 
with one move as possible. 

If an opponent’s “men” are blocked so no move can be made 
he has lost the game. When a man reaches the “King row” th 
piece cannot move from that position until it has been “crowned 
and the other player has moved. 

It is better to keep the men as near the center of the boar< 
as possible. No advantage is gained by playing first. Givim 
away or allowing certain men to be captured often aids by ex 
posing a greater number of the opponent's men. Do not toucl 
the men until ready to make a move, as after a move has beei 
made it cannot be changed. 

Checkers when played by professionals or experts is a scientifi 
game that requires much study to master, but the few simpl 
rules given above will answer the need of the great majority wh< 
have never played the game. 


DOMINOES 


Dominoes are pieces of ivory or bone, generally with ebony 
backs. On the face of each there are two compartments, in each 
of which there is found either a blank, or black pits, from one to 
six. These are called, according to the numbers shown, double 
blank, blank-ace, blank-deuce, blank-trey, blank-four, blank-five, 
blank-six, double ace, ace-deuce, ace-trey, ace-four, ace-five, ace- 
six; double deuce, deuce-trey, deuce-four, deuce-five, deuce-six, 
double trey, trey-four, trey-five, trey-six, double four, four-five, 
four-six, double five, five-six, and double six—being twenty-eight 
in all. They are shuffled on the table with their backs up, and 
each player draws at random the number that the game requires. 
There are various games, but those principally played are the 
Block, Draw, Muggins, Rounce, Euchre, Poker, Bingo, Matador 
and Bergen. 


BLOCK GAME 

Each player draws seven from the pool. The highest double 
leads in the first hand, and after that each player leads alternate¬ 
ly until the end of the game. The pieces are played one at a 
time, and each piece to be played must match the end of a piece 
that does not join any other. If a player cannot play, the next 
plays. If neither can play, the set is blocked, and they count the 
number of spots on the pieces each still holds. Whoever has the 
lowest number of spots adds to his count the number held by 
his opponents. If there are two with the same number of spots, 
and they are lower than their opponents, there is no count. If any 
one is able to play his last piece while his opponents hold theirs, 
he cries “Domino,” and wins the hand, and scores the number of 
spots the rest hold. The number required to win the game is 
one hundred, but it may be made less by agreement. 

DRAW GAME 

Each player draws seven, as in the Block game, and the game 
is subject to the same rules as Block, except that when a player 
;annot play he is obliged to draw from the pool until he can play 
Dr has exhausted the stock of pieces, even though the game be 
blocked by his adversary. The player may draw as many pieces 
is he pleases. He must draw until he can match. After a lead 
las been made, there is no abridgment to this right. Many per- 
ons confound the Draw game with Muggins and the Bergen game, 
Dut in those games the rule is different, as follows: when a player 
*an play, he is obliged to. The object of drawing is to enable 


228 


Hoyle’s Standard Games 


h im to play. Having drawn the required piece, the rule to pla 
remains imperative as before. The Draw game is, however, base 
upon the unabridged right to draw, and is known as a distinctiv 
game by this privilege only. 

MUGGINS 

Each player draws five pieces. The highest double leads; afte 
that they lead alternately. The count is made by fives. If th 
one who leads can put down any domino containing spots tha 
amount to five or ten, as the double five, six-four, five-blank 
trey-deuce, etc., he counts that number to his score in the game 
In matching, if a piece can be put down so as to make five, ter 
fifteen or tw r enty, by adding the spots contained on both ends o 
the row, it counts to the score of the one setting it. Thus a tre; 
being at one end, and a five being at the other, the next playe 
in order putting down a deuce-five would score five; or, if doubl* 
trey was at one end, and a player was successful in playing so a 
to get double deuce at the other end, it would score ten for him 
A double six being at one end and four at the other, if the nex 
player sets down a double four, he counts twenty—double six, i.e 
12-f-double four, i.e., 8=20. The player who makes a count mus 
instantly announce it when he plays his piece, and if he fails t< 
do so, or if he announces the count wrongly and any of his oppo 
nents call “Muggins, v he is debarred from scoring the count. I 
a player cannot match he draw’s from the pool, the same as i 1 
the Draw game, until he gets the piece required to match eithe 
end or exhausts the pool. As in Draw or Block game, th* 
first one w r ho plays his last piece adds to his count the spots hi 
opponents have; and the same if he gains them, when the gam* 
is blocked, by having the lowest count. But the sum thus adde< 
to the score is some multiple of five nearest the actual amount 
Thus, if his opponents have twenty spots, and he has nineteen 
he adds twenty to his score. If they have tw’enty-two he add 
twenty, because that is the nearest multiple of five; but if thej 
have twenty-three he would add twenty-five, twenty-three bein* 
nearer that than to tw’enty. The number of the game is twe 
hundred if two play, but one hundred and fifty if there be thre< 
or more players. 


BERGEN GAME 

Each player draws six pieces from the pool. The lowest doubh 
leads at the beginning, and is called a double-header. After tha 
the parties lead alternately from right to left. If no one has { 
double when his turn comes to lead, he plays the lowest piece h< 
haas. When a player sets down a piece w'hich makes the extrem 
ities of the line the same, it is called a double-header. If one o 
the extremities be a double, and the next player can lay a piec< 
that will make the other extremity of the same value, or if i 


Dominoes 


229 


double can be added to one end of a double-header, it makes a 
triple-header. If a player is not able to match from his hand, he 
draws one piece from the pool and plays. If he is still not able 
to play, the next plays, or draws, and so on alternately. If domino 
is made, the one who makes it wins the hand. If it is blocked, 
they count and the lowest wins; but if the lowest holds a double 
m his hand, and his opponent none, the opponent wins. Or if 
there be two with doubles, and one with none, the last wins. If 
there be a double in each hand, the lowest double wins. If there 
be more than one double in any one’s hand, and all have doubles, 
the one with the least number of doubles wins, without reference 
to the size of the doubles he holds. Thus: if a player hold two 
doubles, though they be the double blank and double ace, and 
his adversary holds but one double, though it be the double six, 
the latter wins. The game is ten when three or four play, and 
fifteen when two. A hand won by either “domino” or counting 
scores one. A double-header, either led or made, counts two. A 
triple-header counts three. But when either party is within two 
of being out, a double-header or a triple-header will count him 
but one; and if he be within three of being out, a triple-header 
will count him but two. A prudent player will retain the doubles 
in his hand as long as possible, in order to make triple-headers. 

DOMINO ROUNCE 

This is a pleasant game, and from two to four may participate 
in it. The pieces of rank are six to blank, and the doubles are 
the best of each suit, trump being superior to any other suit. 
The game begins by “turning for trump,” and he who turns the 
highest domino is trump-holder for that hand. The dominoes are 
then shuffled, and each player takes five pieces, when the player 
at the right of the trump-holder turns the trump, and the end of 
the piece having the greatest number of spots upon it becomes 
trump for that round. The players to the left of the trump-hold¬ 
er then announce in regular succession whether they will stand, 
discard their hand and take a dummy, or pass. When four 
play there is only one dummy of seven pieces, and the eldest 
hand has the privilege of taking it. When all the players pass 
up to the trump-holder, the last player may elect to give the 
trump-holder a score of five points instead of standing or 
playing dummy. The trump-holder may, if he chooses, discard 
a weak piece and take in the trump turned, or he may discard 
his hand and take a dummy, provided there is one left, in which 
case he must abandon the trump turned. The player who takes 
a dummy must discard so as to leave only five pieces in his hand. 
After the first hand the trump passes to the players at the left in 
succession. The game begins at fifteen, and is counted down 
until the score is “wiped out,” each trick counting one. The 
player who fails to take a trick with his hand is “rounced,” i-e., 
sent up five points. It is imperative that suit should be followed, 


230 


Hoyle’s Standard Games 


and if in hand, trump led after a trick as in Loo, but a player is 
not compelled to “head,” i.e., take a trick when he cannot follow 
suit. 


DOMINO EUCHRE 

This game is usually played by four persons. The pieces rank 
as follows: The double of the trump suit is the right bower, and 
the next lower double is the left bower. There is, however, an 
exception to this rule, for when blank is the trump, it being im¬ 
possible to have a lo. er double than the double blank, the double 
six is adopted instead, and becomes the left bower. In this in¬ 
stance the lowest double is right bower, and the highest double 
is left bower. After the right and left bower the value of the 
dominoes is governed by the number of spots following the trump. 
For instance, if six is trump, the double six is right bowser, and 
the double five is left bower, followed by six-five, six-four, six-trey, 
and so on down to six-blank. If ace be the trump, the double 
ace is right bower, and the double blank is left bower, the ace- 
six is next in value, the ace-five is next, and so on down to the 
ace blank. But when the blank is trump, the double blank is 
right-bower and the double six becomes left bower, the next 
trump in importance being blank-six, the next blank-five, and so 
on down to blank-ace, which is the lowest trump. When a suit 
is not trump, the pieces take rank from the double of the suit in 
regular order, downward. 

At the beginning of the game the players usually draw to de¬ 
cide who shall turn up trumps; he who draws the lowest piece 
is entitled to the privilege, and is termed the dealer. When the 
dominoes have again been shuffled, each player draws five pieces, 
beginning with the eldest hand; the dealer then turns up one of 
the remaining pieces for trump. That portion of the domino 
w'hich has the highest number of spots upon it determines the 
suit of the trump. Thus, if six-ace be the piece turned, then 
six is trump suit. After the first hand the privilege of turning 
trump passes to each player in succession. The eldest hand does 
not have the lead unless he exercises the privilege of ordering up 
or making the trump. Only the player who takes the responsi¬ 
bility of the trump, that is, the player who takes up, orders up. 
or makes the trump, has the right to lead. With this exception, 
Domino Euchre is like the card game of the same name. 


DOMINO POKER 

In this game only twenty pieces are employed, the double ace 
and all the blanks being discarded. The hands rank in regular 
order, from one pair up to the royal hand, which is the highest 
hand that can be held, as follows: 

One Pair —Any two doubles; double six and double deuce will 
beat double five and double four. 


Dominoes 231 

Flush —Any five of a suit not in consecutive order; as six-ace, 
six-trey, six-four, six-five and double six. 

Triplets, or Threes —Any three doubles. The double ace and 
double blank being discarded, it follows that only one hand of 
triplets can be out in the same deal. 

Straight Four —A sequence or rotation of fours; as four-six, 
four-five, double four, four-trey, and four deuce. 

Full Hand —Three doubles and two of any suit; as double-six, 
double trey and double deuce, together with deuce-four and deuce- 
ace. 

Straight Five —A sequence or rotation of fives. 

Fours —Any four doubles. 

Straight Six —A sequence or rotation of sixes. 

Royal Hand, or Invincible —Five doubles. 

When none of the above hands are out, the best is determined 
by the rank of the highest leading pieces; thus, a hand led by 
double six is superior to a hand led by double five, but a hand 
headed by double deuce will beat six-five, and six-five will out¬ 
rank five-four. 

Domino Poker is governed by the same laws as the card game 
called Straight Poker, and is played in precisely the same manner, 
one game being played with cards and the other with dominoes. 
The hands consequently rank differently, but in every other 
particular they are identical. 

BINGO 

This game is played as similarly to the card game of Sixty-Six 
as the difference between dominoes and cards will permit. The 
rank of pieces is the same as in other Domino games, except that 
blanks count as seven-spots. The double blank, which is called 
Bingo, and counts for fourteen spots, is the highest domino, and 
will take the double of trumps. 

The game is played by two persons and is commenced by each 
drawing for the lead, and he who draws the lowest piece has the 
lead. Each player then draws seven pieces, after which the 
eldest hand turns up another piece, the highest spot on which is 
trump. The eldest hand then leads, and the play is conducted 
in the same manner as Sixty-Six at cards. 

The game consists of seven points, which are made in the 
following manner: The player who first counts seventy scores 
one point toward game; if he makes seventy before his opponent 
has counted thirty, he scores two points; if before his adversary 
has won a trick, three points. If Bingo captures the double of 
trumps, it adds at once one point to the winner of the trick. 

The pieces count as follows to the winner of the trick con¬ 
taining them: The double of trumps always twenty-eight, the 
other doubles and all the other trumps according to their spots; 
the six-four and three-blank are always good for ten each, whether 
trumps or not; the other pieces have no value. 


232 


Hoyle’s Standard Games 




If a player have, at any time, two doubles in his hand, he can, 
when it is his turn to lead, play one, show the other, and an¬ 
nounce twenty points, which are added to his count as soon as 
he has won a trick. If he holds three doubles, he counts forty; 
for four doubles, fifty; for five doubles, sixty; for six doubles, 
seventy points. If Bingo be among the doubles held, it adds ten 
more to the count. 


MATADOR 

This differs from all other games of Dominoes in this great 
point, that each player, instead of matching the pieces, must 
make up the complement of seven. For instance, a five requires 
a two to be played to it, because two added to five makes seven. 
On a six an ace must be played; on a four, a three-spot, and 
vice versa. 

It will be seen that there is no piece capable of making a seven 
of a blank; to obviate this difficulty there are four matadors, the 
double blank, and three natural seven-spots, namqly—six-ace, five- 
two and four-three. These four matadors can be played anywhere, 
at any time, and are, of course, the only ones which can be 
played on a blank. 

Each player, at the commencement, draws three pieces; the one 
who has the highest double commences; or, if neither have a 
double, then the highest piece. 

We will suppose double four to have been led. The player 
whose turn is next must play a three to it, or, failing to have a 
three in his hand, must draw till he gets one. Supposing it to be 
a three-five, the end spots will be a four and a five—the next 
player must then either play a three on the four or a tw*o on the 
five, and so on. 

This game may be played by two, three or four persons. When 
two play, there must be three pieces left undrawn, to prevent 
each from knowing exactly his opponent’s hand. When more 
than two engage in the game, all the dominoes may be drawn. 
The player who makes domino first counts the spots on the other 
hand, or hands, and scores them toward gam which is one 
hundred or more, as agreed on before commencing the game. 

If domino be not made before the drawing is ended, and a play¬ 
er cannot play in his turn, he must pass and await his next turn 
to play, but he must play if he can; the failure to do so deprives 
him of any count he may make with that. hand. 

In playing, a double counts only as a single piece; for instance, 
double six is a six, and can only be played on an ace-spot or on 
double ace; but if left in hand after domino is called it counts 
twelve points to the winner. 

If the game be blocked, and neither player can make domino, 
then the one whose hand contains the least number of spots wins, 
but his own hand does not count to his score. 

The blanks are very valuable at this game—the double blank 




Dominoes 


233 


being the most valuable of all the matadors—as it is impossible 
to make a seven against a blank, so that if you hold blanks you 
may easily block the game and count. 

\\ hen you have the worst of the game, and indeed at other 
times as well, guard against your adversary’s blanks and prevent 
him from making them; which you may do by playing only those 
dominoes which fit with the blanks already down. 

Never play a blank at the lead unless you have a matador or 
a corresponding blank. 

Keep back your double blank till your opponent makes i+ 
blanks all; you can then force him to play a matador or compel 
him to draw till he obtains one. It is better to have a mixed 
hand. 


TIDDLE-A-WINK 

This is a very amusing game, and suitable for a round party. 

If six or more play, each takes three dominoes. The double 
six is then called for, and the person holding it leads with it. If 
it is not out the next highest double is called forth, and so on 
downward until a start is made. 

In this game he who plays a double, either at the lead or at 
any other part of the game, is entitled to play again if he can, 
thus obtaining two turns instead of one. The game then proceeds 
in the ordinary way, and he who plays out first cries “Tiddle-a- 
wink,” having won. In the event of the game being blocked, he 
who holds the lowest number of pips wins. 


TECHNICAL TERMS 

Definitions of technical terms used in the preceding pages and 
not explained in the text are here given in alphabetical order. 

Age —Eldest hand; player to the dealer’s left. 

Ante —A bet made before drawing cards in Poker. 

Assist—In Euchre, ordering the partner to take up the trump. 
In Bridge, increasing the partner’s bid. 

Blind— A compulsory bet at Poker, before cards are dealt. 

Bobtail —A four-card flush or straight in Poker. 

Book —The first six tricks won by the declarer in Bridge. 

Breathe —In Poker, to pass the first opportunity to bet, with 
the privilege of coming in if any one else bets. 

Burnt Cards —Those turned face up on the lx>ttom of the pack 
in banking games. 

By Cards —The number of tricks taken over the book by the 
declarer, at Bridge or Whist. Eight tricks would be two by cards. 

Capot —Winning all the tricks in Piquet. 

Carte Blanche —A hand without a court card. 

Club Stakes —The amount agreed upon as stakes if nothing is 
said before play begins. 

Command— The best card of a suit. 

Coup —A master stroke or brilliant play. A deal at Rouge-et- 
noir. 

Court Cards —The K, Q and J. 

Deadivood —The discard pile in Poker. 

Deckhead —Colloquial for the turned trump. 

Declarer —Player who makes the winning bid at Bridge and 
plays the dummy’s cards in connection with his own. 

Discarding —When unable to follow suit or unwilling to trump, 
throwing away from another suit. 

Doubleton —Two small cards of a suit at Bridge. 

Doubling —At Bridge, betting the declarer cannot make his con¬ 
tract; or, asking the partner to bid against it. 

Dummy —The exposed hand in Bridge. 

Duplicate —W T hen the same hands are replayed by both sides, 
as nearly as possible under the same conditions, especially in 
Whist or Bridge. 

Dutch It —To cross the suit, when trump is turned down by the 
dealer in Eu«hre. 

Edge —The same as “age"; eldest hand in Poker. 

Elder or Eldest Hand —The first player to receive cards in 
dealing, generally the player at dealer’s left and leader in the 
play. 

Exposed Cards —Cards played in error, dropped on the table, 
or so held that the partner can see them. 

235 


236 


Hoyle's Standard Games 


Finesse —Any attempt to win a trick with a card which is no; 
the best you hold in the suit; such as Q, holding A and Q. 

Fish —A counter. 

Flush —All the cards of the same suit. 

Farce —To compel a player to trump if he wants the trick. 

Fourchette —The cards above and below the one led, such a: 
K and J over a Q. 

Frozen Out —A player who has lost his original stake and can¬ 
not come back into the game. 

Guarded Cards —Cards which cannot be caught by higher card 
unless led through, such as K and a small one. 

Heading a Trick —Playing a card better than any so far on the 
trick. 

Helping Partner —Raising his bid at Bridge. 

His Heels —Turning up a jack for a starter at Cribbage. 

His Nobs —The jack of the same suit as the starter, at Cribbage 

Hanors —The highest cards in the suit when they have anj 
counting value; such as A, K, Q, J, 10, or four aces, at Bridge. 

Horse and Horse —Each player has a game in., 

Inside Straights —Sequences that are broken in the middle; 
such as 9, 8, 6, 5 at Poker. 

Intricate Shuffle —Butting the two parts of the pack togethei 
at the ends, and forcing them into each other. 

Jacks or Better —Any hand that will beat a pair of tens; the 
opening qualification for jackpots at Poker. 

Jeux de Regie —Hands which should be played in a certain 
way on account of the mathematical expectation, as in Ecart^. 

Kitty —A percentage taken out of the stakes to pay for ex¬ 
penses of any kind. 

Knave —Jack. 

Lead —The first card played in any trick. 

Limit —In Poker, the amount by which any player may in¬ 
crease the previous bet. 

Losing Trump—Any trump which is not the best, when only 
one or two remain. 

Love —N othing. 

Love-All— Nothing scored on either side. 

Lurched —Not half way toward game, especially at Cribbage. 

Marriage —The combination of a king and queen of the same 
suit; if of the trump suit, it Is called a royal marriage. 

Master Card —The best remaining of a suit already played. 

Matador (or matadore )—One of the highest trumps. 

Meld —In Pinochle, to declare; a declaration. 

Milking —Instead of shuffling, taking the top and bottom cards 
from the pack at the same time, with forefinger and thumb, and 
showering them on the table. 

Misdeal— Any failure to distribute the card properly. 

Mistigris —A joker; also Poker with the joker in the pack. 

Muggins —Taking a score overlooked by an opponent, at Crib¬ 
bage. 


Technical Terms 


Negative Doubles —Those made to deny a suit. 

Next —The suit of the same color as that turned down, as at 
Euchre. 

No-Trumps —A hand played without a trump suit. 

Nullo —A bid to lose tricks instead of winning them. 

Openers —Cards that entitle a player to open a jackpot. 

Over calling —Bidding higher than the last bid at Bridge. 

Pair-Royal —Any three cards of the same denomination, at 
Eribbage. 

Pass —To decline any undertaking in any game. To pass a 
3ard means to lead it and take a trick with it. 

Pat Hand —One played without discarding or drawing, in Poker. 

Penultimate —The lowest but one of a long suit. 

Plain Suits —Those which are not trumps. 

Pone —The player who cuts the cards; in a two-hand game, the 
dealer’s opponent. 

Positive Doubles —Those made to defeat the contract. 

Post-Mortems —Discussions as to what might have been, some¬ 
times called “if you hads.” 

Pot —The amount to be played for in any round game. 

Proil —An abbreviation of pairs royal, at Cribbage. 

Punters —Those who play against the banker. 

Puppy-Foot —The ace of clubs. 

Quart —Any sequence of four cards. 

Quart-Major —The four highest cards of a suit. 

Quick Tricks —Cards that will win the first round or two. 

Quitted —A trick is quitted when it is turned down and the 
fingers removed from it. A score is quitted when the fingers are 
removed from the counters, the pegs or the pencil. 

Redouble —To double the player who doubles. 

Reentry Cards —Cards in one suit that bring other suits into 
play. 

Renege— Failure to follow suit when able to do so. 

Renounce —Failure to follow suit, having none. 

Revoke —Failure to follow suit or conform to a performable 
penalty when able to do so. 

Robbing —Exchanging a card in hand for the turned trump. 

Round Trip —The four kings and queens in Pinochle. 

Rubber —Three games. If the same player or partners win 
the first two games, the third is not played. 

Ruff —To trump a suit. 

Ruffing the Partner —Leading something you know he can 
trump. 

See-Saw —A cross ruff, trumping alternate suits. 

Sequence —Three or more cards next in numerical order. 

Short Suits— Those containing less than four cards. 

Shuffling —Mixing the cards so that no trace remains of their 
order during the previous play. 

Singleton —Only one card of any suit. If led, a sneak. 

Skunked —Losing without having scored a point. 


238 


Hoyle’s Standard Games 


Slam —Winning every trick. All but one is little slam. 

Sneak —A singleton, led to ruff second round. 

Squeezers —Cards with corner indexes (pips). 

Starter —The cut card at Cribbage. 

Still Pack —The one not in play when two are used. 

Stock— i Cards left in the pack after completing the deal, but 
which are to be used in the play that follows. 

Talon —The same as '‘stock.” 

Tenace —The best and third-best cards of any suit, such as A 
Q. The Iv J is the minor tenace until the A is out of the way; 
then it becomes tenace. 

Tenth Card —One counting as ten. 

Tierce —A sequence of three. When headed by the highest 
card of suit it is called a tierce-major. 

Two-Suiters —Hands that contain two suits of equal strength. 

IJnder-play —Leading a card which is not the best you hold 
when the best would be the natural lead, or holding up the best 
card, refusing to win an adverse trick. 

Vole —Winning all the tricks; a slam. 

Whitewashed —Defeated without having scored a point. 

Wide Cards —Those which are too far apart to be likely to 
form sequences in Cribbage or Rum. 

Widow —An extra hand dealt in any game, but available in 
the play. 

Younger Hand —The one who is not the leader in two-hand 
games. The opposite to elder hand. 
















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